DayOfWar: WaterSpheres and gas-giants
by Bill Vee · 10/06/2010 (4:44 am) · 7 comments
The WaterSpheres are like a regular flat waterblock only instead of being flat are spherical, kinda self explanatory. Collision is enabled and it has the standard multiple wave direction , scale and speed. Reflection/Refraction and fresnel bias/power water color and underwater color are all adjustable.
As for the gas giants , what I have so far is very basic. It is just a model of Jupiter with a simple multi cloud layer shader. My intent was to create a shader that simulated most of the features of Jupiter , multi banded cloud speed and the famous great red spot.

This has been difficult to replicate so I have decided to create a generic shader to create gas giants. More on this in the future.
Here is a video of this in action.
Next is Homing missiles.
I have always been fond of the Robotech missile swarm effect.

So I have been working on a similar effect.
Pretty basic right now but this video shows what I have so far.
The video shows the missiles about 3/4 the way into it.
I started making this video to show of the waterspheres and added the missiles to show off the reflection of the contrails on the water.
And lastly is the ground cover system.
I like how it allows for a very efficient method of handling a lot of models to be place randomly around the terrain. It took a lot of code changes to get this to work with the AtlasSpheres.
Well that is all I have for now.
Stay tuned for future updates.
As for the gas giants , what I have so far is very basic. It is just a model of Jupiter with a simple multi cloud layer shader. My intent was to create a shader that simulated most of the features of Jupiter , multi banded cloud speed and the famous great red spot.

This has been difficult to replicate so I have decided to create a generic shader to create gas giants. More on this in the future.
Here is a video of this in action.
Next is Homing missiles.
I have always been fond of the Robotech missile swarm effect.

So I have been working on a similar effect.
Pretty basic right now but this video shows what I have so far.
The video shows the missiles about 3/4 the way into it.
I started making this video to show of the waterspheres and added the missiles to show off the reflection of the contrails on the water.
And lastly is the ground cover system.
I like how it allows for a very efficient method of handling a lot of models to be place randomly around the terrain. It took a lot of code changes to get this to work with the AtlasSpheres.
Well that is all I have for now.
Stay tuned for future updates.
About the author
#2
10/06/2010 (12:48 pm)
Looks great! Would be cool if you could set an offset for the ground cover for distance off the surface to create an asteroid belt.
#3
I am more and more impress with what you have achieved in Torque.
Now that you have water working on your moon, are you looking to play with volumetric fog so you give the impression of an atmosphere?
10/06/2010 (2:21 pm)
Amazing....I am more and more impress with what you have achieved in Torque.
Now that you have water working on your moon, are you looking to play with volumetric fog so you give the impression of an atmosphere?
#4
10/06/2010 (2:39 pm)
Could be liquid methane! lol! Awesome work!
#5
Oh, and the Robotech style missiles are a nice touch too :)
10/06/2010 (5:24 pm)
I remember an early video that showed a small watersphere example but seeing one layered with the terrain sphere in a game environment is just awesome! Oh, and the Robotech style missiles are a nice touch too :)
#6
10/07/2010 (2:24 am)
Oh yeah - I forgot to register my support for Robotech missiles :D
#7
Not quite where I want it to be but I am real happy with the effect so far.
10/07/2010 (4:15 am)
I was doing some work on the missiles and just had to share.Not quite where I want it to be but I am real happy with the effect so far.

Torque Owner Daniel Buckmaster
T3D Steering Committee