Electrical arcs
Re: Electrical arcs
Effects from moteof won't work in urt afaik :/
Re: Electrical arcs
I think it does not work because it use triggers that replace shaders ingame, a feature which does not work in urt, but the shaders should work on their own, but I have not tried.
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Re: Electrical arcs
I wrote a shader with two alpha-channel TGAs and managed this. I think it is good enough.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Electrical arcs
Wowww... that looks pretty awesome. A bit trippy too 

Care to see some of my work? http://www.youtube.com/user/xxlunaxexx
Re: Electrical arcs
I put breakable glass around it (which is already broken in this picture) as a shield. If you touch the beam you die instantly. This is the energy core of a spacestation, after all.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Electrical arcs
Nice work man, cant wait to see the finished product and this energy core in game 

Care to see some of my work? http://www.youtube.com/user/xxlunaxexx
Re: Electrical arcs
If it's energy shader then it should emit some light, and add another stage with additive blend func to dodge some areas and make it look a bit more "glowy"
Re: Electrical arcs
The problem with making it emit light is that other energy beams are next to rotating platforms, and it looks weird when you can see a lit spot on a platform rotate around instead of seeing the light stay constant on the rotating object. Hopefully someone can tell me how to fix this.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Electrical arcs
Yeah i see your problem one of major drawbacks of a static light grid.
Not much you can do really, best way to go is to use add an additive stage in the shader and force more white into the energy effect. When you turn on bloom white glows, so it will look like it's emitting light while it's not, another way to go is to create a flare similar to ones you can see on ambush and place it around the pillar.
Not much you can do really, best way to go is to use add an additive stage in the shader and force more white into the energy effect. When you turn on bloom white glows, so it will look like it's emitting light while it's not, another way to go is to create a flare similar to ones you can see on ambush and place it around the pillar.
- johnnyenglish
- Space cake
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Re: Electrical arcs
I'm not suggesting you should do this on a large area but you could do something like this on a small scale to give the impression of the light from the beam hitting surrounding objects.