i’ve used a shader made by Martinsh he used for volumetric lights in a demo file he did some years ago ( blender 2.49b ), but still works in the actual versions of blender, because it works with the node editor, anyway.. I thought it could work out like god rays in my FPS demo, and I think it looks nice..
I was planning to put the FPS demo file here, but I’m still tweaking it to improve the frame rate. Oh! btw, if you are wondering what kind of 2dFilters I’ve used in this demo, well.. they are just the same I always use (Distance blur, bloom, and others) and you can get it here or here.
Here some pictures showing off the fake “god rays”, it’s an animated gif, it may take awhile to load..!
And here a video:
And that’s all 🙂 thank you for stepping by in my blog 🙂
FPS shooter demo made with the new “mouse actuator” logic brick in the blender game engine.
Nothing too fancy, just a small demo (it took me a day from start to finish) to test the new actuator, wich is really easy to use! and when finished with the template, I started some kind of level, first with a single color texture, then with a texture I use in the game level used in the blender player for android. After that I decided to add some kind of environment like a futuristic factory (?.. sort of) with some moving mist and lights, and as a matter of fact I had an idea to avoid the common problem with billboards, as you can see in the image below (first image with nice billboards, and then with bad billboards.
And the result is in the video below:
Blend file here, in case of what you saw could be useful to you.
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This is a power plant asset modeled in Blender 3D and texturized with Photoshop CS2, this was started some time ago (you can see it in this old post), this asset took too long because some troubles with the bakes in blender, for some reason they were taking too long, and when I say too long I mean it never stop, I didn’t know what happened exactly but now it worked and decided to give it a try, and here is.. I think it’s finished, but maybe later I will polish this.