Sprites to effect far off objects

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Sprites to effect far off objects

Postby bnewton81 » Thu Sep 08, 2011 11:47 pm

Has anyone ever used a sprite to be say, a moon or a planet and then added a track to constraint? Like I was wondering if there would be a way to make celestial objects or other far away objects work like sprites but not interfere with buildings or other occulders. My thinking was that this would allow for a greater amount of detail to be seen while also keeping the texture smaller than it would have to be if it were part of say, the sky sphere. Am I right in thinking this? Does this make sense to try?
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Re: Sprites to effect far off objects

Postby dendwaler » Fri Sep 09, 2011 12:50 am

yes, i did,
the boat in "turtle isle" is just a sprite on a plane following a track, i did not use a constraint however nor the sprite property, may its more a billboard.
The surrounding isles are sprites as well, only the isles which you can reach are meshes.
To use this technic for a planet will be exactly the same.
With objects on a longe distance you won't notice any visual difference between sprites and meshes.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



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Re: Sprites to effect far off objects

Postby kaelisebonrai » Fri Sep 09, 2011 2:47 am

Relto's celestial bodies (sun and moon(s)?) are just flat planes, in much the same way you describe, though I believe they're not sprites =)

Note: There is not a 100% 1:1 feature parity with blender and Uru, so you might not be able to use every little feature of blender in Uru. I believe the pyprp2 devs are working on using constraints to handle sprites, though, as they're mostly similar.

But afaik, this isn't anywhere near ready yet, and from what I understand, there's not much development being done on pyprp2 right now.
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Re: Sprites to effect far off objects

Postby dendwaler » Fri Sep 09, 2011 3:11 am

I call every flat 2D plane, a sprite, however the sprite as intended in plasma has some special properties
such as turning its face directly to the player or to the camera. On a long distance this is not needed, because the view angle does not realy change , but then it is called a billboard i think.

Pity to hear PyPRP2 is bit on a hold. I cannot use it the way it is now, because i cannot finish anything when basics are not implemented.
Its horrible to have to finish an age builded in 2.59 in 2.49 then its better to build directly in 2.49
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!
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Re: Sprites to effect far off objects

Postby Aloys » Fri Sep 09, 2011 12:02 pm

PyPRP2 still being in development, right now the best option might still be to export to Max and make the Plasma integration here...
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Re: Sprites to effect far off objects

Postby bnewton81 » Fri Sep 09, 2011 7:27 pm

I call all 2d planes sprites too. =) Awesome, glad to know I'm on the right track. Probably is a billboard. I always wondered how I was going to project any detail from an object that was part of the skybox. Thank you very much for your help everyone.
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