Originally posted by Daniel Eriksson@May 23, 2003 @ 08:32 PM
But how is the reanscluencies in Shining Force 3 made? I guess of a combinatin of many different ways. Since they look fantastic but not low-res like in BR. (Check the Wendigo spell). And they get better and better for each scenario. Pretty amazing.
Huh? Shining Force 3's spells uses one of the
default transparency modes. No special magic is required to do that. Have you ever noticed you can't see the characters behind the spell effects? In Scenario 1 it's not that much noticeable, because Camelot did a very clevel job with colors and cameras to avoid/hide overlapping, so you have to look for it to notice. In Scenarios 2 and 3, where some spell effects are FAR more abusive, you can see the limitation.
It's the same transparency you see in Guardian Heroes, as example. It works more or less like this (I might have made some mistakes further on):
1) VDP2 renders the background (this includes MODE7 planes, and the Shining Force 3 battle backgrounds are basically a mode7 plane with a few 3D objects - and those 3D objects are always removed before the spell begins)
2) VDP1 renders the sprites (this includes polygons). Pixels that are to be transparent receive an special flag.
3) When the VDP1 buffer is composed with the VDP2 buffer, all pixels in VDP1 buffer with the special flag uses a special color calculation when rendered on top of the VDP2 buffer's pixels. In most games I've seen, it uses a basic color add operation (the pixel color values are added to the underlying pixel's color values - so darker colors have little effects over the base pixels, while white colors make everything even brighter). There is a substract mode, that darkens the colors, but few games uses it (Resident Evil uses that for character shadows).
So, the transparency is only applied after VDP1 has done all of it's business, and the transparency is only against the background layers, at least on these modes. So all sprites in VDP1 are actually rendered
opaque, and the whole frame is composed against VDP2's frame, thus a transparent polygon won't show another polygon behind it.
Some games took advantage of that, actually. NiGHTs makes a damn good effect out of that "limitation" when you fight Wizeman. When you hit him, he'll appear "hollowed", as if his body were a portal to another dimension, and you can see a nebula of sorts through him. It was a really unique effect at the time, it's ahrd to describe. Silhouette Mirage also uses the limitation to perform the building reflections in the city level, that look very, very good.
Also, in theory, one could port FF7 as they ported Doom and Quake for Dreamcast: make the ported engine be able to read the same resources from the original game, and the port is distributed without resources, or with resources from a demo, and requires you to rip resources from your own "original" copy of the game to work.
Of course, in FF7's example, one would need to make a tool to convert the game assets to more Saturn friendly formats.