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Hosted Projects - Standalone => The Babylon Project => Topic started by: Alex_Ingram on January 07, 2010, 11:53:34 am

Title: EMWINTRO - need help
Post by: Alex_Ingram on January 07, 2010, 11:53:34 am
i found this intresting material in emwintro.ogg

the special fx,
how they can create this beutiful Effect impact guns?

the effect of molten metal on the ship.

how they can do it?

with this effects gameplay looks so awsome.

maybe someone know what it this.

any idea? post here.
Title: Re: EMWINTRO - need help
Post by: Vidmaster on January 07, 2010, 03:19:43 pm
Well...    it's rendered.  :lol:

So the answer would be...    not at all with the game engine. Or you render a new movie yourself :rolleyes:
Title: Re: EMWINTRO - need help
Post by: -Norbert- on January 07, 2010, 04:38:42 pm
For me it doesn't look like there's any molten metal. Looks more like the ships are burning. The texture beneath the fire seem to be unchanged, but there are those "flaming balls", for lack of better term, stuck to the outline of the ships.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 08, 2010, 02:44:07 am
without this effect, the gameplay simply makes no sense.

may make sense to do this effect?

if it possible to do it on this engine.

P.S

where i can get version 3.6.11
thx for all

Title: Re: EMWINTRO - need help
Post by: Jeff Vader on January 08, 2010, 03:43:44 am
without this effect, the gameplay simply makes no sense.

may make sense to do this effect?
I think FS gameplay has always made enough sense to be worth playing.

If you want to create the effect yourself, go right ahead. If not, you could politely request that other people create it, but (I'm just guessing here) that would require some coding, and the SCP team already have their hands full. As everyone does their FS things on their spare time.
The SCP board is here (http://www.hard-light.net/forums/index.php?board=50.0), as a side note.

where i can get version 3.6.11
As discussed here (http://www.hard-light.net/forums/index.php?topic=66878.0).
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 08, 2010, 04:18:40 am
Thanks Jaff.

very useful for me materials.

Title: Re: EMWINTRO - need help
Post by: Dragon on January 08, 2010, 08:34:36 am
may make sense to do this effect?

if it possible to do it on this engine.
Something similar was done before, in form of damage decals.
They removed them later, because they were buggy, but I'd like to see them implemented again.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 09, 2010, 02:12:28 am
If these effects cause an error, why do not they fix them?

why they hid it?

I think it is time to continue work on the bugs.

 :hopping:
Title: Re: EMWINTRO - need help
Post by: Jeff Vader on January 09, 2010, 02:22:50 am
I think it is time to continue work on the bugs.
Go right ahead.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 09, 2010, 02:41:07 am
 :confused:

tell me, Jeff.

code not be removed from TBP. this code simple disable for that moment.

very little information about this effect.
Title: Re: EMWINTRO - need help
Post by: captain-custard on January 09, 2010, 02:52:20 am
the problem would be if you chnged any code in TBP (by yourself) and later wanted to play a multiplayer game you wuld get a hacked tbles message ( as far as i know (( please correct me)))
also the core files of the original release are not supposed to be changed by the TBP team , thus Zathras came into existance to fix some bugs and add new material ....
also remember when playing TBP always use a .INF build as you will encounter problems in some missions if you dont
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 09, 2010, 03:42:23 am
only for personal use.
Title: Re: EMWINTRO - need help
Post by: The E on January 09, 2010, 06:27:06 am
Right. You want damage decals back. Here's what you do: Look for the source checkout that had them (I think it was back in 3.6.7, but don't hold me to that), look at the code and determine what needs to be ported into the engine to make it work well.

As Jeff Vader said, if you want that effect back in, go right ahead. But be aware that it was dropped for good reason. And if you don't know how to code, please refrain from telling the people who do know how to do it how easy it would be.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 09, 2010, 10:29:15 am
guys tell me

where i can get version 3.6.5 or 3.6.7

thx
Title: Re: EMWINTRO - need help
Post by: The E on January 09, 2010, 10:34:37 am
Use the search function.

Be aware, however, that several other things needed for TBP will probably not be in a build that old. TBP 3.4 was built for 3.6.9, Zathras was designed with 3.6.10 in mind. Older builds will probably lack one vital feature or another.
Title: Re: EMWINTRO - need help
Post by: FUBAR-BDHR on January 09, 2010, 04:15:06 pm
Also TBP used a custom 3.6.9 build (Part FSO 3.6.9, Part 3.6.10, part BTRL) so even normal 3.6.9 builds can cause issues. 
Title: Re: EMWINTRO - need help
Post by: Dragon on January 10, 2010, 10:22:50 am
only for personal use.
In case you complete and get decals to work, can you release your build and a .patch file?
I think that if your implementation proved good enough, it could get integrated into main branch.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 05:57:53 am
There are many mysteries in one simple video.

tell me where did he go effect "jumpgate vortex generator"
I did not find such a sound in the folder.

a lot of secrets! why did you hide?

I know that there is a ready-made version of the engine,
It was there that created this video.
Title: Re: EMWINTRO - need help
Post by: The E on January 12, 2010, 08:58:27 am
Dude. Watch Babylon 5. There are enough "clean" versions of the jumpgate sound that you can sample yourself.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 10:08:34 am
Suppose I'll do. cut out from the film.
No problem.

Here's another question:

Jump gate vortex generator. in version 3.6.10 and below simply an object that does not work.

as clearly seen from the video EMWIntro that the generator works fine, there is a flash generators before the opening of the funnel. and sound.

without such details the game in general loses its meaning.

is similar to that on the head of Cpt. Sheridan put a paper bag.
Title: Re: EMWINTRO - need help
Post by: The E on January 12, 2010, 10:47:42 am
Your point being? The Vortex generator is not true to the one in the show, yes. It needs some glowpoints, and that glowpoint animation has to be triggered in FRED. So, add some glowpoints to it.

Saying that "the game in general loses its meaning", that's a bit big for a few missing glowpoints, don't you think?

Oh, and in case you missed it: the EMW intro was rendered using an external renderer, like 3DS Max or Blender. It's NOT in-game footage (although I think it uses in-game models).
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 11:07:15 am
Perhaps this 3ds max video.

although, it's hard to believe. not proved.

maybe it is a commercial version of the game?
Title: Re: EMWINTRO - need help
Post by: The E on January 12, 2010, 11:13:59 am
Okay, Vidmaster, in the second or third post in this thread, pointed out that it is rendered. In case you missed it, Vid is one of the Moderators here, and he should know such things.

Just take it as a given that people like him know what they are talking about, okay?

Besides, "Commercial Version"? No such thing, mate. TBP can never, ever be sold for profit, because it lacks such important things like a license for the B5 IP. Not to mention the fact that the FSO license explicitly forbids the creation of for-profit games using the FSO engine.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 12:00:21 pm
Tell me please whether the general effects of the molten metal on the hull.

whether this code in version 3_6_7? or higher.
Title: Re: EMWINTRO - need help
Post by: The E on January 12, 2010, 12:32:18 pm
Read the thread. The answer you seek is in there.
Title: Re: EMWINTRO - need help
Post by: General Battuta on January 12, 2010, 01:15:01 pm
As you've been told, it's a prerendered effect, not one done with the FreeSpace engine.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 02:40:15 pm
GOD BLESS MY CORE2DUO

what u say about demo_ani2.ani
what is this?

awsome models and effects. very very awsome!!!!!!!!!!!!!

watching this video I almost cried.

why can not we make such models?
why not make these effects?

standard models, just terrible.
Title: Re: EMWINTRO - need help
Post by: General Battuta on January 12, 2010, 02:41:55 pm
What are you talking about?

It's another pre-rendered video, isn't it? It has nothing to do with your Core2Duo.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 02:49:53 pm
When you finally do at least something beautiful?

Where did you get such high-quality models? Why not move them to the engine?
Title: Re: EMWINTRO - need help
Post by: General Battuta on January 12, 2010, 02:54:42 pm
Oh, for ****'s sake.

That is PRERENDERED VIDEO. It is not rendered in real time. It does not use the game engine.

Instead, it uses a special program (like 3DSmax) to render each frame one at a time over a period of minutes or hours. The frames are then stored and played back like a movie.

That's why it looks better than a game, which must render each frame in one-thirtieth of a second.

The damage effects in that video cannot be reproduced in the FreeSpace 2 engine. Nor can the lighting, the particle effects, or the jump gates.

WHAT YOU ARE SEEING IS NOT A GAME. IT IS A SPECIAL EFFECT. THE GAME CANNOT LOOK LIKE THAT.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 03:03:01 pm
Ok. Even if this is so.

Ship models. they, too, doing enough?
they are very high quality.
Title: Re: EMWINTRO - need help
Post by: General Battuta on January 12, 2010, 03:05:50 pm
Honestly those may be the exact same ship models used in TBP. I'm not sure.
Title: Re: EMWINTRO - need help
Post by: qazwsx on January 12, 2010, 03:08:34 pm
This thread is quite hilarious :p

Alex:
these videos are made in a similar way to Pixar movies, you're just watching a video being played.

If you converted a video to the right format, you could watch anything you wanted in Freespace, but it wouldn't be made up of 3D models.

EDIT: you can't get a 3D model from the video, the models are probably the same as in game (not sure, confirm?) , they just look better due to the render being better quality than if it was rendered in realtime
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 12, 2010, 03:10:38 pm
Anywhere else I can not find any other models of ships for the B5
I was searching everywhere. Nothing was found.
Title: Re: EMWINTRO - need help
Post by: General Battuta on January 12, 2010, 03:17:31 pm
There are no better models for The Babylon Project ships.

The existing ones could be redone with normal maps and the like, but it's a question of finding people to do it.
Title: Re: EMWINTRO - need help
Post by: Dragon on January 12, 2010, 04:39:00 pm
I agree with you on one thing, Alex.
TBP in-game models (and not only models, but they are most visible) are crappy compared to, say, MVP ones.
This is because of the fact that TBP team leader was once very "problematic" and didn't liked nor supported any attempt to update TBP to modern standards.
HTLs are now made for Zatharas, a TBP mod which goal is to provide bugfixes, Multi support and upgrades for TBP, but it's going slowly and the models lack quality of models seen in Diaspora or FoTG. In fact, TBP team still don't like people using TBP assets in non-TBP mods, but it's not that problematic since you shouldn't need effects of such quality, much better hi-res effects are quite easy to find. I hope that those effects will be upgraded some day by Zatharas.

Tell me please whether the general effects of the molten metal on the hull.
If you're looking for decal effects, a lot of them can be found in Mediavps, you can also find some in other mods for FS2_Open.
Nukemod cetrainly has a couple of them.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 14, 2010, 12:59:06 pm
tell me pls, people.
where i can get ship models

HYPERION

OMEGA CLASS DESTROYER

course, for 3ds max ver 6.

thx
Title: Re: EMWINTRO - need help
Post by: terran_emperor on January 14, 2010, 01:21:43 pm
Oh jeez.

You've already been told. AFAIK, the models used are the SAME ones from the VP files - they're just used by a different program.

---
Anyone else Think we got a bot here?
---
Title: Re: EMWINTRO - need help
Post by: Jeff Vader on January 14, 2010, 01:24:17 pm
Anyone else Think we got a bot here?
Sensors indicate a woutersmits-class language barrier.
Title: Re: EMWINTRO - need help
Post by: Dragon on January 14, 2010, 01:44:19 pm
tell me pls, people.
where i can get ship models

HYPERION

OMEGA CLASS DESTROYER

course, for 3ds max ver 6.

thx
If you want current TBP models, you may have a problem.
As I said, TBP team (especially IPAndrews)doesn't like those models used anywhere outside of TBP, so it may be difficult even to get premission to edit them.
And as I said, they're crappy, so you should better look for better models via internet.
Yoiu can find some really great models here: http://sf3dmodels.boom.ru/
Title: Re: EMWINTRO - need help
Post by: emi_100 on January 14, 2010, 02:23:14 pm
Quote
Your point being? The Vortex generator is not true to the one in the show, yes. It needs some glowpoints, and that glowpoint animation has to be triggered in FRED. So, add some glowpoints to it.

Well.. so you have to see this..DOWLOAD (http://www.mediafire.com/?2jym0cqznnj) the video, unrar and watch it.

Quote
Quote
TBP in-game models (and not only models, but they are most visible) are crappy compared to, say, MVP ones.
Quote
There are no better models for The Babylon Project ships.
Quote
tell me pls, people.
where i can get ship models
HYPERION
OMEGA CLASS DESTROYER
Well mr., see this LINK (http://oldforum.oss.nov.ru/HLP/b5_tech.htm) and THIS (http://oldforum.oss.nov.ru/HLP/b4_tech.htm) . It's a separated project form TBP, of course, but use the same engine.
It has new good looking models and effects.
Title: Re: EMWINTRO - need help
Post by: Alex_Ingram on January 17, 2010, 01:19:41 am
thx. looks great.

tell me people, where i can get old damage decals?

Title: Re: EMWINTRO - need help
Post by: Dragon on January 17, 2010, 11:48:12 am
If you're looking for decal effects, a lot of them can be found in Mediavps, you can also find some in other mods for FS2_Open.
Nukemod cetrainly has a couple of them.
Current 3.6.10 mediavps should still have them.