3D Scrolling Sky(sci-fi effect)

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  • Example of a 3D scrolling sky effect. v 99.97

    <img src="http://dl.dropbox.com/u/22173473/3d%20sky.png">

    http://dl.dropbox.com/u/22173473/3dSKY.cap

    Textures: Some are my creation, some from free to use web sites.

  • Dood. That's well cool

  • Wooo...that was really cool. I'd really like to see a full construct game that takes advantage of all these awesome features.

  • If i could work out how to place 3d objects\boxes along the Z axis to create the correct depth, it would be a doddle? Im stuck on this part though, anyone got a solution?

  • Man that looks great!!.I will see if i can come up with something.Maybe an animated skybox texture mesh?.Which could be distorted in a dome type shape?.

  • Man that looks great!!.I will see if i can come up with something.Maybe an animated skybox texture mesh?.Which could be distorted in a dome type shape?.

    Yeh, would love to see an example of that. Have you got any examples showing how to place 3d boxes or objects along the z axis to create depth? Not seen any examples on the forums yet.

  • Something like this??.

    <img src="http://dl.dropbox.com/u/7658043/zaxis2.jpg">

  • Dravenx -

    I am able to replicate the above using the z depth setting (hope thats what your using ?).

    I want to create a similar depth effect as shown in 'QuaziGNRLnose's example'.

    http://www.scirra.com/forum/viewtopic.php?f=4&t=8160&p=62633&hilit=3D+light#p62593

  • Oh i see.Yes that some serious maths going on there .I wish this was as easy as Xna .Doing 3d with a 2d app can be quite tricky but not impossible.The easy way is to use animations for the sky effect.Im using an app called curry to create animated skydomes.

    It's built into quake3 arena's level editor.

  • On a grid of 3d boxes.

    For each ordered by 3dbox y set z to loopindex*n.

    Also doable on sprite.

    Unless you mean something else.

  • On a grid of 3d boxes.

    For each ordered by 3dbox y set z to loopindex*n.

    Also doable on sprite.

    Unless you mean something else.

    Thanks Newt, (i was going to try this next....)

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  • those aren't actually 3d boxes, they're made of distort maps, as are the shadows, i think you should get the same "static effect" with 3d boxes as long as you placed them on the z axis cleverly enough and rotated them.

    what exactly do you mean by depth effect?

  • those aren't actually 3d boxes, they're made of distort maps, as are the shadows, i think you should get the same "static effect" with 3d boxes as long as you placed them on the z axis cleverly enough and rotated them.

    what exactly do you mean by depth effect?

    Something like this:

    <img src="http://dl.dropbox.com/u/22173473/DEPTH.png">

    (The shadows and floor have been painted on)

  • ummm....

    I don't see what you mean, don't you just do that with z_elevation.

    I don't see anything different, unless you mean shadows specifically....in which case why not say "shadows" instead of "depth"

  • ummm....

    I don't see what you mean, don't you just do that with z_elevation.

    I don't see anything different, unless you mean shadows specifically....in which case why not say "shadows" instead of "depth"

    I'm not talking about shadows, its the actual placement of the boxes?

    Picture1 is a screenshot of this cap:

    http://dl.dropbox.com/u/22173473/3dboxPlacement.cap

    <img src="http://dl.dropbox.com/u/22173473/boxes.png">

    I want the cap to end up like picture 2 (doesn't have to be random) with the boxes spread about, and the ball in the middle?

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