Friday, February 15, 2013

Sacred 2 - Burning Map


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4 comments:

  1. If I had to guess, I'd say that they have a heightmap, and rotate the gradient texture. So lets say your height map goes from 1.0 to 0.0 and you start with a variable X of 0.99

    Anything at X gets painted yellow, and the lower you go towards 0.0, the more you move to the right of yellow on the alpha mask. Anything above X (to a max of 1.0) gets painted to the left (which is clear).

    So you draw the screen from the camera, but you draw the map whenever you have alpha pixels. Move X down gradually, from 0.99 to 0.0 and then everything will be alpha (in otherwords, map). Because you're scaling down X, everything that WAS X before is now clear, and the new X is yellow.

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    1. Thank for your comment!

      The embarrassing fact is, that i worked on the game and asked the coder who did this effect. But after years some things get forgotten and so he couldn't say exactly how he did it. :D

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  2. Hi,
    I just found your blog and there is a lot of interesting stuff, keep up the good work.
    I hope it wont be seen as advertising, but I made an Fx like this few weeks ago (but in 3D) with unity's surface shader. This is not a big deal, but the source is available if you want to check it out: http://florian-noirbent.com/blog/en/disappear-objects-shader/ .
    By the way, the idea of a ramp instead of a plain color for transitions is awesome, maybe I'll update mine.

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    1. Hi good to hear that you like my articles :) Thank you!

      In fact i love it when people share their stuff in the comments. It's awesome to get in contact with other guys and their work. But for me the link wasn't working so here's the correct one:

      http://florian-noirbent.com/blog/shader-disparition-dobjets/

      Really nice effect!

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