Author Topic: Playing around with the 3d warp effect  (Read 39140 times)

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Offline Flaser

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Re: Playing around with the 3d warp effect
You know the engine already shrinks to model - or its apparent size shrinks....when the ship is far away.
What has to be done here is code to draw the model as if it was far away, while using the actual coordinates  for calculating occlusion and render order.
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Offline neoterran

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Re: Playing around with the 3d warp effect
yes, but you'd have to have some kind of warping or morphing effect or it would just look weird.
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Offline Herra Tohtori

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Re: Playing around with the 3d warp effect
yes, but you'd have to have some kind of warping or morphing effect or it would just look weird.

Dude, we're dealing with weird things in this game. To begin with, it's about spaceships, aliens, incomprehensibly advanced technology and frickin' warping subspace effects and stuff.

I'd say that if things look weird, it's because they should look weird.  :D

Though, isn't it possible jo just put a simplified LOD of the ship that changes it's size when it advances on the vortex's axis towards the real space? Aren't we already having the 3D shockwave model changing its size? Not to mention the warpin effect in the first place... or are they just static models involving dynamic texturing?
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Offline neoterran

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Re: Playing around with the 3d warp effect
no, i don't mean, it would look weird, space weird. I meant it would look weird, fake weird.
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Re: Playing around with the 3d warp effect
Overall, we need the ability to have the ship fade from a transparent/cloaked appearance as it exits so that there is no point where you can see the ship behind the vortex. That could only be done with shaders IIRC.

Here's a thought as to how we can implement my idea (SEE ALSO: Page 1) brute force without any glowpoint:

- Create a fullbright sphere as stated in my previous post with fullwhite glowmaps (see Page 1)
- Intersecting this sphere are double-sided planes using a transparent subspace vortex texture. There is one vertical plane, one horizontal, and one sideways one -- so that no matter what angle you look at the sphere from, you see a subspace vortex image facing you.


I know, its a rather "low tech" idea, but with enough intersecting planes around the sphere, it could be made to look rather darn smooth. This implementation would really benefit from the use of HDRish as it would brighten up the entire thing and thus blend the edges to reduce "boxiness".

Perhaps the SCP code monkeys could find a way to multiply the number of planes dynamically depending on the size of the sphere (like the detail steps on the Death Star model)?

Finally, around all these planes, might be a good idea to consider adding an invisible sphere surrounding it. This outer sphere can be used to apply a "distortion" shader or even blooming (I saw this done in X3: Reunion, a warp texture blooms all things behind it) down the line, should shaders become available through the SCP.
« Last Edit: May 08, 2006, 01:50:18 am by Gregster2k »

 

Offline S-99

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Re: Playing around with the 3d warp effect
Nice screenshot shadow000, i'm convulsing already :lol: Anyway, i'm not showing off this screenshot to be cool, but the bloom effect works very nicely for juggernauts too. Showing this off mainly because smaller ships warp in and warp out a lot differently than the huge-ass ones do. One really different case would be the sathanas. The claws on the sathanas coming out of subspace here really captures the "coming out of the void" of subspace effect.
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Offline neoterran

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Re: Playing around with the 3d warp effect
Let's face it, although it's probably a herculean task for the fragmented SCP crew, adding programmability in the form of shader support is probably one of the most important additions that could be made to Freespace. We could do so many things like this a lot easier.
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Offline Slime

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Re: Playing around with the 3d warp effect
That bloom effect looks like it has much potential. And by the way, all of these vortexes are better than the MVP Delta one, so could someone have time to release one of these ready versions? The thing with the S-vortex is that you get a better image of a moving, working one. Oh, and while I think that the "player-facing" vort is an interesting idea, it's also way off-canon. But then again, these kind of things leave room for artistic improvisation.
« Last Edit: May 09, 2006, 08:32:58 am by Slime »

 

Offline bolero

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Re: Playing around with the 3d warp effect
Wow S-99, that vortex looks amazing.  Certainly better then any of the subspace portals in any of the VP's i have seen.  Is it possible for this to be released?  What exactly was used to give that a cool bloom glow effect?

-bolero

 

Offline starfox

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Re: Playing around with the 3d warp effect
Looking super-dupulous, can't say much more....it's simply too awesome
 :yes:
« Last Edit: May 14, 2006, 03:03:07 pm by starfox »
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Offline S-99

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Re: Playing around with the 3d warp effect
As much as i'd like to get off topic, go check out the 3.6.8screenshots thread in general freespace, and you'll learn all about this. Must have ati card that's dx9 compliant for the smartshader called hdrish, it's doesn't look like this straight from the 3.6.8mvp's. Just showing off a really good example of a bloom shader enhancement. The difference is that much sweeter.
Really sucks that the doom3 bloom effects didn't really work, but it sounds like it wasn't going to work anyway. I mean the doom3 shader affects were made for doom3, it's not really something so much more universal for games like a smartshader is. I'm not saying use smartshaders only in any way. That would really suck. But, getting shaders in fs2 would be sweet, no more smartshaders, everyone could do it. Getting an actual bloom shader working in any fashion in the fs2 engine certainly is a big leap :)
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

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Offline Axem

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Re: Playing around with the 3d warp effect
Bump cuz its my topic.

Oh and there's a movie. (Click ze pic)


Or here (1MB, DivX6)

 

Offline Mars

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Re: Playing around with the 3d warp effect
Sexy  :nod:

 
Re: Playing around with the 3d warp effect
 :jaw:

I want. =o *drools*

 
Re: Playing around with the 3d warp effect
 :yes:

Me like the vortex effect.  :nod:
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Offline Backslash

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Re: Playing around with the 3d warp effect
Wow.  I hope you share something soon :D

OHM I just realized -- now that alpha blending is possible for effects, surely there's even more possiblities to try?  ...or are you doing that already? :)

 

Offline FireCrack

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Re: Playing around with the 3d warp effect
Persoanly, i've always wanted a flatish subspace portal, very little curvature at all...
actualy, mabye not.
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Offline 666maslo666

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Re: Playing around with the 3d warp effect
Really GREAT !!! :nod:
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Offline Colonol Dekker

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Re: Playing around with the 3d warp effect
As aforementioned, that is avery nice effect. "applauds"
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Offline Axem

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Re: Playing around with the 3d warp effect
Backslash: I'm just using the graphic files J.P. released not too long ago with a few slight tweaks. Doubling the fps on the eff, and renaming all the files to the animation runs backwards.

FireCrack: This one is a lot flatter than the others. Making it a cone at the end is really hard to look right, so I'm trashing that idea for now.