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| Tweet Topic Started: Nov 28 2007, 12:42 PM (286 Views) | |
| Zedman3d | Nov 28 2007, 12:42 PM Post #1 |
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Ive been trying to get this system going where if you are more than 50 away from an object it slowly fades out and doesnt get drawn anymore... i try for fun every week or so but it never works out... could someone please help.
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| MysteriXYZ | Nov 28 2007, 12:57 PM Post #2 |
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Master Matrix Masher
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How about changing the transparency of the materials based on the distance? When it's further away than the maximum distance, you can set it to a room invisible to the camera. |
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| Linkin | Nov 28 2007, 09:44 PM Post #3 |
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Yes,i am putting a system in the Multiple Models example for this. It makes a much nicer effect. |
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| Dr. Best | Nov 28 2007, 09:50 PM Post #4 |
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Administrator
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The usual answer to this problem (as practiced in hundreds of games) is the use of fog in combination with the far clipping plane (camera.max_range). What you want to do would be quite inefficient. |
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| Zedman3d | Nov 28 2007, 11:03 PM Post #5 |
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Yeah, how would i change the alpha of materials the further i go back? (after about 50), it never ever works for me. Im asking because my stupid way of making about 10 if statements is all i know. But i just want to know for reference now if its going to be a slow down. |
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| MysteriXYZ | Nov 29 2007, 12:19 PM Post #6 |
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Master Matrix Masher
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Try the following:
where Dist is the distance to the object. |
| U3D is like candy; after extensive consumption, it's Best to brush. | |
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| Zedman3d | Nov 29 2007, 10:53 PM Post #7 |
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Cool, looks good. Thank you. EDIT: Whats not draw again? |
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| MysteriXYZ | Nov 30 2007, 12:48 PM Post #8 |
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Master Matrix Masher
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You can set the object to a room that is invisible to the camera. So in the camera Create Event, you can put (after the call to MoveCamera()):
Then you can add the following to the code in my previous post:
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