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<root>­/­parties­/­2016­/­revision16­/­pc_demo/traction_-_fields_of_glass.zip

File size:
11 258 924 bytes (10.74M)
File date:
2016-03-29 05:45:02
Download count:
all-time: 318

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  • 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
--------------------------------------------