I'm wondering about something and don't even know where to start.
I've seen the impressive effects (explosions, glow, and more) in this game called: "Luor"
http://www.create-games.com/download.asp?id=7710
And I'm wondering how it's done, How I do these effects?
Questions:
1 - Are they rendered files with Alpha support? (TGA, PNG) animated sequence?
2 - Or these EFFECTS done in a different way inside MMF2 itself? maybe shaders or something, if so.. how exactly?
3 - How come they are so many effects and it's running so smooth without slowing down the game?
4 - I also noticed that in some effects it seems like the explosion distorted the area under it, like some kind of shock-wave that manipulate the background or anything under the effect... how it's done?
5 - Can somebody share a source file to explore and see how it's done please? (explosion, glowing?)
Sorry for all these questions, but I'm very curious and couldn't find any tutorials about it.
I hope that somebody will help me with this,
If you can explain it to me with a "step-by-step" way or send me to a tutorial I'll I appreciate it alot, thanks ahead!
A nice way to get a glow effect is to use the Add blending effect in an object's properties. If you use an object made of a bright-to-black gradient, the bright colors get "added" to the background, as though it were a light source. Black becomes transparent, and shades between bright and dark are semitransparent.
Like here:
As for the explosion distortion, I'd use Looki's Lens shader. http://clickteam.info/looki/Shaders/Lens.zip (Files go in C:\Program Files\Multimedia Fusion 2\Effects, and then the shader is found in the same area as the blend effects.) It uses the brightness of an object to determine how much to zoom. The brighter an area is, the more it gets zoomed. With the proper animation, this makes for great explosion distortions.
You'll want to use Direct3D 9 rendering to put it in HWA mode. You'll have to ask Clement for the specifics of how he did everything so brilliantly without performance issues.