Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Galemp on September 23, 2003, 08:25:02 pm
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We haven't had a topic devoted to Bob's new 3D Shockwaves, so here it is.
I've been messing around with them for a while now and they're pretty cool. I've also tossed together a few new shapes for you guys to mess with; they're in the attached ZIP.
I can see two things which should be tweaked so far: all in-game 3D shockwaves are double-sided, regardless of the POF, and they're all in the same orientation.
Having the game use the POF's normals has possibilies (as you can see I tried in shockwave3.pof) and if it looks better double-sided, we'll just make a double-sided one.
Orienting the shockwaves either randomly or, preferably, perpendicular to the direction of travel would add diversity and that 'planar shockwave from a different angle' effect that people want so badly. Shockwave2.pof is a good example of this, though the current shockwave ANI would be just as interesting if it was applied to a planar POF.
Here's another interesting feature: currently, shockwaves can use animated glowmaps. Who knows what kind of effects we can cook up?
One other thing. Bobb, do you remember your Descent III damage ripoff, where every point moved in a different direction? Suppose you used that with these 3D shockwaves? ;7 We could very well be on our way to creating the FS2 shockwave ANI effect in real-time 3D.
So anyone with some POF-making ability can churn out a variety of fascinating shockwaves. Try it!
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Forgot the attachment. :rolleyes:
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Haven't tried them in-game yet (going to bed, and saw this right before I left) but they look very nice on modelview.:D
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they'd probly look a bit better if they were smooth shaded, in software T&L mode they get and alpha value based on the angle between the camera and the vertex normal, this will get reimplemented when we get some vertex shaders.
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;7 Screenies? ;7
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yes please. i have like no time now to do much anything of use :blah: :sigh:
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I was reading GE's line about using the Descent3 visual warping effect discussed in another thread, to create some impressive shockwave effect with weapons or explosions. That tripped something in my memory about Inferno. I just went back to the new site to conform that I was remembering the Armageddon bomb. This high dammage anti-cap ship bomb creates a momentary micro-singularity. Using this ripple/warp effect, you could cause everything in the effected area to appear to warp towards the impact zone briefly. Something to consider.
Later!
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And the people sedeth:
"Screenies":p :p
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How hard is it to plop a model into a folder and play any mission? :rolleyes:
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quite hard when it's alraedy difficult to have FS2 run, is that a good enough answer? :p
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Originally posted by GalacticEmperor
How hard is it to plop a model into a folder and play any mission? :rolleyes:
Some of us don't have FS2 installed, let alone FSO. Screenshots show us what we cannot otherwise view. Browing HLP at work is one thing. Firing up a game at work... well, you know.
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Originally posted by Venom
quite hard when it's alraedy difficult to have FS2 run, is that a good enough answer? :p
ditto.
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Originally posted by Venom
quite hard when it's alraedy difficult to have FS2 run, is that a good enough answer? :p
Or at least FSO...
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It's that 'Y' Bug thing I think at the moment.
I'll try them out tomorrow and see if I can get some screenies up :)
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take a pic of something that's getting hit, or it will just look like the old FS1 shockwave
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(http://www.aqsx85.dsl.pipex.com/images/shock1.jpg)
(http://www.aqsx85.dsl.pipex.com/images/shock2.jpg)
(http://www.aqsx85.dsl.pipex.com/images/shock3.jpg)
Me likes, but we need someone who's really clever with textures to take a look at the possibilities ;)
Flipside :D
Edit : I think theres something off with lvlshot, it places the gamespy address in front of the website I entered?
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just use the img tag then
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okay, since you insist...
First, the 3D shockwave I'm sure you've all seen by now. Remapped to get rid of the nasty pinching.
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/sphere.jpg)
Mmmm, donuts. Needs smoothing, though.
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/torus.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/torus2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/torus3.jpg)
My attempt at a 'nested' shockwave, foiled by Bobboau's rendering method.
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/double.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/double2.jpg)
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A StarFox tribute!
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/star1.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/star2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/star3.jpg)
And finally, something I just cooked up (attached.) It's the original shockwave ANI mapped onto a flattened sphere. Now, the new shockwave speed and the old one don't match up exactly, so you get a sort of faint secondary wave right after the first one's dissapated.
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/ani.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/ani2.jpg)
(http://www.3dap.com/hlp/hosted/fsport/working/shockwaves/ani3.jpg)
There's a LOT more that can be done, particularly by mapping the existing ANI onto shapes in some creative ways.
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Whoa.
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Do the shockwaves always come out in the same direction relative to the exploding ship, or do they mix it up like the sprite shockwaves do? The flat map is extremely cool, but I think it'd be cooler if it came out perpendicular to the ship's forward axis, parallel to the breakup. Wouldn't that make a bit more sense anyway?
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I like the idea of an event horizon disk shockwave... (Black hole formations anyone?)
I believe the addition of a z-axis to the shockwave ruins the effect. Stick to the x and y-axes...
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Read the first post in the thread...
Yeah, Bob's set it up so all the shockwaves are in the same orientation. :mad: I hope he changes it.
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they should be useing the orientation of the shoockwave model, I was assumining this was being set to be the same as the weapon/ship/object that created it
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Whoa
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all but that last one are pants - some are extremely FS1
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ok what theese need is a LOT more polys they look ugly right now
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Pretty much what Kazan and Ashrak said. It's not for lack of effort - that's appreciated - but if we're going to go for top notch stuff around here, we'll need to do this right.
Bob, is there any way you can fade textures out at a certain gradiant? My thought being that although 3D, the texture shows up the extremely jagged and low poly model used (not much can be done about this right now). If the texture faded in and out then all you'd see was a blured texture fade in/out and the jagged lines just wouldn't be possible. Would that work?
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ya, that could be done, not sure if it would realy look better though, why doesn't someone just make a 2000 poly geodesic sphere? it should work, and if it doesn't it should be made to work
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Meh, if you can get higher poly stuff in game, that's fine by me!
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Oh, and for inspiration:
(http://www.photontide.org/img/visart/raytrace/t-shockwave.jpg)
(http://www.planetdescent.com/d3help/images/ntrap-shockwave.jpg)
(http://www.afterworks.com/games/MareCrisium/shockwave.jpg)
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I'm trying to make a nurbed pers into game right now (nurbs mesh in TS converted into a normal mesh, no I'm not doing real time nurbs... yet) seeing if we realy can get 5000 poly meshs into game
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I wasn't able to get the 5000 poly one to convert but the 1000 poly one was fine
1368 verts
1382 polys, many of them quads, all had to be triangulated during the load
4 of them in mission (+ golgotha, several drones and 4 polaris stations (wich is actualy several of them glued together think theres about 1300 in each)), absolutely no slowdown at all (an aparent 120 FPS), with somewere on the order of 12000 polys being drawen, that isn't that many, but the old system would have been about 10 fps (this is useing HT&L)
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Any chance you can compile the code you used and stick it / the models - up here for trying? ;7
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the model realy isn't that good the thruster is axily centered in the middle of the hull so when you arn't moveing at full speed the thruster is in the middle of you're ship, and it has none of the pof data so it's usless for actualy playing, but I guess I could post it
here (http://freespace.volitionwatch.com/blackwater/fighter2t-03.zip)
it's only good for looking at in the tech room though, and as I don't think a build of the HT&L engine has been posted yet (one (or more) of my libs is corupt so I'm not going to post one, as my exes lock up when you close them, this is not a source issue though, anyone else with a semi recent version of the tarball should be able to compile a build), you arn't going to see the same perfomence as me
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I'd just like to see the high poly stuff in game, that's all - but if it's not worth it at this stage then no worries!
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well I posted the model, you can see it if you want
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I like it.
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I love that last one, the one w/ the original shockwave ani mixed w/ the new one.
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I like that Animated shockwave mapped onto a flat sphere, very Undiscovered Country ;) Mixing animation and a 3d shockwave could produce some very nice results. I think the trick is making the shockwave not look like a geometric shape somehow?
Flipside :D
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May I suggest something? The shockwave should be more of a solid white or have a color tinge to it.
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they look a bit ugly in screenshots, don't know in game.
if I'm not wrong the spheres used are of 16 edges, this is enough usually with the ship meshes to have a sphere looking as.. a sphere:doubt: , but used as shockwaves they look a bit low poly.
this could partially depend by smooth shadings not used (if it is this the case), but I think that the major part of the problem (if we don't want extradetailed spheres) depend by the contrast between the edges of the shockwaves and the dark background.
if only we could have the edges fading or alternatively a fading glow surrounding the sphere, this would reduce a lot the contrast and the sphere should look little better.
This problem is similar to when you add planets as ingame meshes: without a way to simulate the atmosphere fading around edges, the edges look too defined and the result is horrible
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Now, of course, if, instead of using the model, every vertex was represented by a particle expanding, changing colour and fading, it wouldn't take up much processor time at all ;) Though, of course, you'd need to redesign the Pof's to have a lot more vertices ;)
Flipside :D
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Bob, you should fix it so that the 3D explosions actually get influenced and go through ships, 'cause right now it still really looks like the old basic shockwave :(
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That double plane one is sweet... I want...
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exactly what folder do i put these in to make em work?
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Place them in the models folder, then rename them (one at a time) to shockwave.pof. Make sure you have the right texture and a recent FSO build.
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you can also specify them for a specific ship or weapon via a table entry, though I don't remember it off the top of my head
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nice... ill try my texturing skillz at this tomorrow.
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More screenies showing progress? ;7 :cool:
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there's probably no progress :p the thing is there, now up to modders to make a better shockwave pof if they want ( altho I'd like the forced 2 sided rendering to go )
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I'd also like to see a 3dshockwave with the overexposure effect:)
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That flattened sphere looks sweet with Venom's shockwaves. :nod:
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Just a thought...couldn't we combine something that Bobboau did with the D3 style shaking when hit and the shockwaves with a subtle variant of that effect to make them just a tad bit random? Or would that eat resources like there is no tommorow?
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Originally posted by IceFire
Just a thought...couldn't we combine something that Bobboau did with the D3 style shaking when hit and the shockwaves with a subtle variant of that effect to make them just a tad bit random? Or would that eat resources like there is no tommorow?
I've mentioned this three times already... so far Bob hasn't responded. :sigh:
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that'll have to wait, the HT&L thing makes that imposable untill we get some vertex shaders