Wow - 2d graphics with 3D lighting, depth info, etc

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A very simple to set up ZElevation based depth of field system for your game. Fully commented.
  • Check this out - and watch the whole thing!

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    I doubt this could be done in construct at the moment - but man do I want to make something like it!

    What would construct 2 need to be able to make pseudo-3D scenes like these?

  • That is way cool. Very clever use of normal and heightmaps. I've never seen anything quite like this, it's really a good idea. It's like a whole new direction for 2D gaming.

  • Looks very nice - it's basically a 2D image with a heightmap and a clever lighting shader. I think that might be possible in Construct, either with the existing shaders or if a new one was written.

  • Wow... AMAZING WORK!

    This one is very good also (it's a newer update on the project):

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    So cool how he manages to add different weathers with only shaders, lighting and coordinates interpretation. I mean, no texture transformation!

  • This one is very good also (it's a newer update on the project):

    Subscribe to Construct videos now

    So cool how he manages to add different weathers with only shaders

    That snow is crazy impressive to look at, but if you think about it it would actually be pretty simple to do... it's basically just a noise shader that uses the normals as a mask. Really neat stuff. Hell, you couldn't even do snow that good looking in real 3D without a crazy amount of work.

  • > This one is very good also (it's a newer update on the project):

    >

    Subscribe to Construct videos now

    >

    > So cool how he manages to add different weathers with only shaders

    >

    That snow is crazy impressive to look at, but if you think about it it would actually be pretty simple to do... it's basically just a noise shader that uses the normals as a mask. Really neat stuff. Hell, you couldn't even do snow that good looking in real 3D without a crazy amount of work.

    Yeah! It's very easy to understand how it's done, but I'm still impressed by the way it looked so beautiful. It's one of those "I can't believe I didn't think about that!"...

  • Holy cock this looks amazing reminds me a lot of old good Commandos 2 (anyone know?) though a bit more better looking I have to say i'm really amazed and i'm pretty sure that it could be done in Construct but it would need master constructor and a hella lot of work

  • I don't think you could get those kind of 3D effects without changing the rendering engine. They're rendering sections of objects based on normal and heightmaps rather than whole sprites, that's how the intersect stuff works.

    You could do some of the lighting and the snow effect in Construct, though.

  • I reckon that could be done in Construct.

    http://dl.dropbox.com/u/939828/2.5D.PNG

    All you need to do is have a canvas which has the normal map on it. And then make a special shader that is a variation of the bump map shader that accounts for the heightmap. The heightmap would need to be accessed from the zbuffer. And with another shader it might be possible to render a sprite into the zbuffer. Naturally I'm looking into all this right now because that video is so friggin awesome. I just need someone to render me a 3d scene like in the picture above.

  • I reckon that could be done in Construct.

    http://dl.dropbox.com/u/939828/2.5D.PNG

    All you need to do is have a canvas which has the normal map on it. And then make a special shader that is a variation of the bump map shader that accounts for the heightmap. The heightmap would need to be accessed from the zbuffer. And with another shader it might be possible to render a sprite into the zbuffer. Naturally I'm looking into all this right now because that video is so friggin awesome. I just need someone to render me a 3d scene like in the picture above.

    Get on chat

  • Step-by-step as best as I can tell from observation:

    1. Render 3D objects to 2D still images that you want in the game.

    2. Export height map, which basically defines z-depth (overlapping and such)

    3. Export normal map, which is used for bump mapping (light).

    4. Write shaders that work with the above.

    5. ???

    6. Pizza time!

  • Great now I cant get into chat

    Hey LostMyKeys I've worked out how to make the normal map and stuff in 3dsmax. The only thing I dont know how to do is the heightmap. Was it done with a fog going upwards or something?

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  • Great now I cant get into chat

    Hey LostMyKeys I've worked out how to make the normal map and stuff in 3dsmax. The only thing I dont know how to do is the heightmap. Was it done with a fog going upwards or something?

    Cool cause I apparently suck suddenly lol. I could not for the life of me get the correct normal map to come out. The Photoshop version SHOULD have given the exact same result as the example. But instead it's coming out with shit lol. And the 3D method seems to only give correct results in world based normal maps instead of tangent. I'm playing around with lighting, and if I put the lights in the right place to simulate it, that would work in the end.

    The height map I just used a gradient across the whole model stretched from top to bottom. Fog and the real depth maps wouldn't work in this case (unless max's fog isn't tied to the angle of the camera?)

    Edit: And I think there's something up with mibbit, keeps dropping people.

  • Yeah, but how fast will that be?

  • <img src="http://dl.dropbox.com/u/939828/perpixelightingscreenshot.PNG">

    http://dl.dropbox.com/u/939828/light3.exe

    Had a go at making a shader which is a modification of the bump map shader (one that supports an alpha channel that represents the heightmap). Its hell tricky to use though. Basically you need to determine how high white is to be able to get the pixels. Oh and making 3dsmax or whatever your using rendering everything correctly is also a headache...

    Anyway I understand the technique...its just getting the shader perfected.

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