$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
Dungeon Craftis an adventure creator that is based on the AD&D gaming system. It mimics the features and functionality of SSI’s Forgotten Realms Unlimited Adventures. While FRUA is DOS based, DC is Win32 based and currently runs under Windows 95/98/ME/2000/XP/Vista using DirectX 7 and higher. Check out the minimum requirements on the downloads page.
While this is an attempt to recreate the functionality of the original FRUA/Gold Box as closely as possible, some improvements have been made. Most notably:
- supports 16/24/32 bit color
- supports BMP, PCX, TGA, PNG, JPEG, WAV, MIDI, MP3, MOD, and AVI file types
- 640×480, 800×600, and 1024×768 screen sizes during game play
- Editable items, spells, and monsters
- Increased capacity for maps, events, quests, special items, and text
- Each design is self-contained, the editor is not required to play the game
- All art can be customized
- Area view can be configured to auto map, display the whole map, or no map.
- Text events can use scripted conversations, Ultima style
- Map walls/blockages can be altered at runtime
Plus, new features and event triggers can be added as desired to future releases.