File download
- File size:
- 11 258 924 bytes (10.74M)
- File date:
- 2016-03-29 05:45:02
- Download count:
- all-time: 318
Preview
- data/ dir
- data/audio/ dir
- data/audio/music.mp3 4.79M
- data/fonts/ dir
- data/fonts/corona.fnt 9.87K
- data/fonts/corona_0.png 17.09K
- data/fonts/testi.fnt 25.30K
- data/fonts/testi2.fnt 24.53K
- data/fonts/traveling.fnt 21.23K
- data/graphics/ dir
- data/graphics/corona_0.png 17.09K
- data/graphics/hand2.png 74.70K
- data/graphics/image1 - Copy.jpg 1.47M
- data/graphics/image1.jpg 405.00K
- data/graphics/image2.jpg 1.48M
- data/graphics/image3.jpg 1.21M
- data/graphics/image4.jpg 231.97K
- data/graphics/smoke1.png 18.52K
- data/graphics/testi2_0.png 32.49K
- data/graphics/testi_0.png 25.10K
- data/graphics/traveling_0.png 29.21K
- data/meshes/ dir
- data/poems/ dir
- data/script.txt 7.89K
- data/shaders/ dir
- data/shaders/feedback.fs 1.47K
- data/shaders/feedback.vs 132B
- data/shaders/genflowmap.fs 3.28K
- data/shaders/genflowmap.vs 132B
- data/shaders/genflowmaphand.fs 3.48K
- data/shaders/genflowmaphand.vs 132B
- data/shaders/genflowmaptausta.fs 3.48K
- data/shaders/genflowmaptausta.vs 132B
- data/shaders/hand.fs 580B
- data/shaders/hand.vs 175B
- data/shaders/handflow.fs 1.18K
- data/shaders/handflow.vs 132B
- data/shaders/handflow_combine.fs 354B
- data/shaders/handflow_combine.vs 132B
- data/shaders/lighting_blackmask.fs 80B
- data/shaders/lighting_blackmask.vs 78B
- data/shaders/lighting_directionalflat.fs 861B
- data/shaders/lighting_directionalflat.vs 900B
- data/shaders/lighting_directionaltexture.fs 996B
- data/shaders/lighting_directionaltexture.vs 1.00K
- data/shaders/lighting_pointflat.fs 1.03K
- data/shaders/lighting_pointflat.vs 1.08K
- data/shaders/lighting_pointtexture.fs 1.10K
- data/shaders/lighting_pointtexture.vs 1.13K
- data/shaders/lighting_singlecolor.fs 74B
- data/shaders/lighting_singlecolor.vs 211B
- data/shaders/lighting_spotlightflat.fs 1.32K
- data/shaders/lighting_spotlightflat.vs 1.08K
- data/shaders/lighting_spotlighttexture.fs 1.47K
- data/shaders/lighting_spotlighttexture.vs 1.14K
- data/shaders/noise.fs 434B
- data/shaders/noise.vs 139B
- data/shaders/postprocess_blurcombine.fs 321B
- data/shaders/postprocess_blurcombine.vs 132B
- data/shaders/postprocess_blurx.fs 455B
- data/shaders/postprocess_blurx.vs 464B
- data/shaders/postprocess_blury.fs 455B
- data/shaders/postprocess_blury.vs 464B
- data/shaders/postprocess_exp.fs 320B
- data/shaders/postprocess_exp.vs 112B
- data/shaders/postprocess_glowcombine.fs 266B
- data/shaders/postprocess_glowcombine.vs 132B
- data/shaders/postprocess_invert.fs 281B
- data/shaders/postprocess_invert.vs 112B
- data/shaders/postprocess_rgbcombine.fs 524B
- data/shaders/postprocess_rgbcombine.vs 132B
- data/shaders/rgbflow.fs 1.09K
- data/shaders/rgbflow.vs 132B
- data/shaders/taustaflow.fs 1.16K
- data/shaders/taustaflow.vs 132B
- data/shaders/taustaflow_combine.fs 345B
- data/shaders/taustaflow_combine.vs 132B
- data/shaders/title.fs 754B
- data/shaders/title.vs 132B
- data/shaders/wovenmesh.fs 1.43K
- data/shaders/wovenmesh.vs 1.21K
- data/splines/ dir
- DevIL.dll 731.50K
- fields of glass.exe 1.28M
- fields of glass.txt 1.81K
- fmodex.dll 268.50K
- glew32.dll 208.00K
file_id.diz
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; config ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; sound = true/false
; debug = true/false
democonfig
{
sound = true;
developermode = false;
song = music.mp3
endtime = 220000
jumptime = 71000
}
timeline
{
hajaannus 0 220000
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; effects ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
namespace hajaannus
{
int randomseed = 666
vector3 pic1offset = 0 0 5.5
vector3 pic2offset = 0 0 10
vector3 pic3offset = 0 0 20
vector3 pic4offset = 0 6 5
vector3 picture1move = -10 0 10
vector3 picture2move = 0 -6 4
vector3 picture3move = 0 0 -7
vector3 snowparticlecenter = 0 100 200
range snowparticlesize = 0.3 2.0
range snowparticleradius = 0 200
range snowparticlealpha = 0.6 3
range snowparticleenergy = 1.5 5.0
range snowparticlerotspeed = -0.004 0.004
range snowparticlefallspeed = 0.03 0.15
range snowparticledrift = -0.03 0.03
float snowparticleaddtime = 0.005
color3 snowparticlecolor = 1 0.5 0.3
int snowparticlemaxcount = 2000
vector3 handpos = -40 0 160
float handsizex = 50
float handsizey = 50
range handangle = 5 -14
vector3 handmovement = 0 -20 5
float handalpha = 0.7
float handalphatausta = 1.0
vector3 sunparticlecenter = -20 30 200
range sunparticlesize = 0.3 2.0
range sunparticleradius = 50 50
range sunparticlealpha = 1 1
range sunparticlespeed = 0.1 0.3
range sunparticleenergy = 0.2 1.5
range sunparticlerotspeed = -0.004 0.004
float sunparticleaddtime = 0.0001
color3 sunparticlecolor = 1 0.4 0.2
int sunparticlemaxcount = 2000
vector3 sundisplace = -50 0 -50
vector3 windparticlecenter = 100 0 200
range windparticlesize = 0.3 0.8
range windparticleradius = 0 200
range windparticlealpha = 0.1 0.4
range windparticleenergy = 1.5 5.0
range windparticlerotspeed = -0.004 0.004
range windparticlespeed = -0.1 -0.4
range windparticledrift = -0.2 0.0
float windparticleaddtime = 0.0005
color3 windparticlecolor = 0.7 1 1
int windparticlemaxcount = 2000
int textglowcount = 5
float textglowx = 0.1
float textglowy = 0.02
float textglowalpha = 0.55
float textglowexp = 5.5
}
event feedbackfadein
{
time = 15000
length = 30000
}
event feedbackfadeout
{
time = 180000
length = 25000
}
event snow
{
time = 30000
length = 25000
}
event death
{
time = 60000
length = 35000
}
event sun
{
time = 105000
length = 55000
}
event sunfadein
{
time = 105000
length = 15000
}
event sunfadeout
{
time = 154000
length = 6000
}
event wind
{
time = 130000
length = 150000
}
trigger feedcolor
{
60000 10000
90000 15000
160000 50000
}
trigger noisetrigger
{
// 15000 2000 0.4
// 150000 10000 0.2
}
event taustafadein
{
time = 15000
length = 15000
}
event loppuzoomin
{
time = 170000
length = 30000
}
event picture1
{
time = 15000
length = 55000
}
event picture2
{
time = 55000
length = 60000
}
event picture3
{
time = 100000
length = 70000
}
event picture1fadein
{
time = 15000
length = 15000
}
event picture1fadeout
{
time = 55000
length = 15000
}
event picture2fadein
{
time = 55000
length = 15000
}
event picture2fadeout
{
time = 100000
length = 15000
}
event picture3fadein
{
time = 100000
length = 15000
}
event picture3fadeout
{
time = 160000
length = 15000
}
event picture4fadein
{
time = 160000
length = 15000
}
event picture4fadeout
{
time = 200000
length = 10000
}
event taustafadeout
{
time = 200000
length = 10000
}
event globalfadeout
{
time = 215000
length = 3500
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; beat ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
bpm beatquarter
{
bpm = 17.5
offset = 0
}
bpm beathalf
{
bpm = 35
offset = 0
}
bpm basicbeat0
{
bpm = 70
offset = 0
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; meshes ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
/*
mesh testi.obj
{
usevbo = true
autotexture = false
texture = texture1.jpg
usefacenormals = false
calculatenormals = false
retain = true
}
*/
/*
mesh sphere.obj
{
usevbo = true
}
mesh test.obj
{
usevbo = true
}
*/
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; textures ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; upload = true/false
; wrap = repeat/clamp
; retain = true/false
; mipmap = true/false
; filter = nearest / linear
texture test.jpg
{
mipmap = true
wrap = repeat
filter = linear
retain = true
}
texture brslogo.png
{
wrap = clamp
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; postprocessing rendertargets ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; NOTE! these are hardcoded into the postprocessing code so if any names are changed, they need to be
;;;;; changed in the code as well!
rendertarget feedback_0
{
width = 1024;
height = 1024;
}
rendertarget feedback_1
{
width = 1024;
height = 1024;
}
rendertarget feedback_2
{
width = 1024;
height = 1024;
}
rendertarget feedbackflow
{
width = 64
height = 64
}
rendertarget flowmap
{
width = 256
height = 256
}
rendertarget feedbacktemp1
{
width = 1024
height = 1024
}
rendertarget feedbacktemp2
{
width = 1024
height = 1024
}
rendertarget taustaflowmap
{
width = 256
height = 256
}
rendertarget taustafeedbacktemp1
{
width = 1024
height = 1024
}
rendertarget taustafeedbacktemp2
{
width = 1024
height = 1024
}
rendertarget handflowmap
{
width = 256
height = 256
}
rendertarget handfeedbacktemp1
{
width = 1024
height = 1024
}
rendertarget handfeedbacktemp2
{
width = 1024
height = 1024
}
rendertarget postprocess_1024
{
width = 1024;
height = 1024;
}
rendertarget postprocess_1024_2
{
width = 1024;
height = 1024;
}
rendertarget postprocess_2_1024
{
width = 1024;
height = 1024;
}
rendertarget postprocess_2_1024_2
{
width = 1024;
height = 1024;
}
rendertarget postprocess_512
{
width = 512;
height = 512;
}
rendertarget postprocess_256
{
width = 256;
height = 256;
}
rendertarget postprocess_256_2
{
width = 256;
height = 256;
}
rendertarget postprocess_128
{
width = 128;
height = 128;
}
rendertarget postprocess_128_2
{
width = 128;
height = 128;
}
texture postprocess_1024
{
wrap = clamp;
}
texture postprocess_1024_2
{
wrap = clamp;
}
texture postprocess_512
{
wrap = clamp;
}
texture postprocess_256
{
wrap = clamp;
}
texture postprocess_1284
{
wrap = clamp;
}
texture postprocess_128_2
{
wrap = clamp;
}
texture postprocess_64
{
wrap = clamp;
}
texture postprocess_64_2
{
wrap = clamp;
}
; this is for the pixelize shader mainly
texture postprocess_32
{
filter = nearest
wrap = clamp
}
; some whitespade needed :)--------------------------------------------
..: Fields of Glass :..
by
Traction
at
Revision2016
--------------------------------------------
It requires a working PC. It's been tested
on my crappy work laptop as well as my own
that are both running Windows 7 and are not
in any way spectacular. I hope it works on
later Windows versions as well. Full credits
are:
Preacher - programming, graphics, music
Elina - photography
Pekka Salmela - music recording and mixing
Also, the font is from dafont.com, OpenIL
is used for loading images and fmod does the
sound. One picture of a hand is from
somewhere in google images, apologies for
that. I lost the original source.
--------------------------------------------
It's been a while since I released anything.
A long while. But that's how it goes: things
change priorities and so on. I didn't want
to show up empty handed at Revision so here
goes. Made all by own and with very little
time. You know those "made in two days so we
know it sucks"-excuses? This time it's true.
I'm quite happy with it nevertheless.
(well, almost true anyway).
This is my first time with a song of my own
in a demo. I know it's not what's usually
in demos. I hope you like it. Huge thanks
to Pekka Salmela for assistance in recording
and mixing the tune. The poem has existed
for a long, long time. The song was written
in early winter 2016.
Greetings to the usual suspects and friends.
I have been missing you. And big thanks to
the various people who have supported making
this demo, especially the other person in
the last scene, my beloved soon-to-be-wife
Elina. You mean the world to me.
~Preacher, martti.nurmikari@iki.fi
--------------------------------------------