Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on October 19, 2003, 07:28:52 pm
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Don't you just love IW2 style backgrounds?
(http://www.swooh.com/peon/phreak/new_background.jpg)
it was rather easy and adds a whole new dimension to the visuals
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hmm, background pof eh?
does it interfere with exsisting background bitmaps
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i imagine it does since its all additive so i can put the sun in there. i just want to test something like this and the results were pleasing when i first saw it
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Now try doing a planet and its rings.
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it's wonderful but the background looks a bit warped
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yea. im gonna need a new background sphere made. spherec.pof (which is what is used for nebula backgrounds) is only 32 polies
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Hey pretty cool...how big do the bitmaps go? It'd be pretty nifty to setup a single giant PCX file with all the nebula layout already done. That'd be neat.
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I-War 2-style was a bit darker, and this needs to be too. The heavy aliasing in FreeSpace isn't so noticeable when you've got black backgrounds, but when they're 33% gray or brighter, ugh... probably just bump up the contrast a ways, it'll bring out the stars and colors and solve the jagged-edge problem.
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Originally posted by IceFire
Hey pretty cool...how big do the bitmaps go? It'd be pretty nifty to setup a single giant PCX file with all the nebula layout already done. That'd be neat.
The map i had was 1024x1024, most cards would support 2048x2048 textures. the background model seems to be a problem though.
Originally posted by Stryke 9
I-War 2-style was a bit darker, and this needs to be too. The heavy aliasing in FreeSpace isn't so noticeable when you've got black backgrounds, but when they're 33% gray or brighter, ugh... probably just bump up the contrast a ways, it'll bring out the stars and colors and solve the jagged-edge problem.
not to mention the 256 color limitation of the maps themselves. which is soon to be fixed :)
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"which is soon to be fixed "
muhahahahahahahahaha!!!
(all hail RT)
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I took Stryke's advice and darkened it along with boosting the contrast.
(http://www.swooh.com/peon/phreak/new_background02.jpg)
(http://www.swooh.com/peon/phreak/new_background03.jpg)
(http://www.swooh.com/peon/phreak/new_background04.jpg)
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higher resolution background maps
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:yes:
nice
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Meh. I'm sure it has potential, but at the moment, it just doesn't look real.
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Using a Hubble photograph isn't a good idea. Otherwise that's pretty damn sweet.
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find one of those nice full range star maps
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It doesn't look like the Arcadia's in space anymore, though...
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I agree... the stars just don't look like stars anymore.
Later!
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Damn those are pretty. As for starfields, try GRIN (http://grin.hq.nasa.gov/). I've been making half-arsed attempts to get some of the deep-field images in, without much luck...
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I've never been keen on backgrounds like this. Space is empty, and as such is black, not full of all sorts of stuff.
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Originally posted by Bobboau
find one of those nice full range star maps
yup. if you have max5, you'll have a quite awesome "stars only" map to use, and with a pretty good resolution :)
anyway you can do better than that, matey :D :
(http://www.swooh.com/premium/venom/variouspics/afp03.jpg)
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:lol: Show-off :p
Lookin' good, Phreak.
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the bright background also remind me somehow the backgrounds of homeworld, wich I always found wonderful.
btw in those kind of images the 256 colour limitations could be really a problem
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hmm maybe its better if the backgrounds are in tga because of the color limitation ?
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Try something like this
;)
http://freespace.volitionwatch.com/us/images/mods/snipes/Background.jpg :D:D:D
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Not to put a downer on it but it looks very dodgy... (the original stuff that is). Very blurred and such. I know it's only in the first stage but I thought I should mention it. It'll have to look much sharper in the end, right?
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yea we need a better background sphere as the current one is only 32 polies. we can also specify a custom one so you can put multiple images on it, but it doesn't work that way right now. the changes should be trivial, however.
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you know, you only really need a huge pof, that's what I did, works fine.
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we can't do that now since if its diameter is over 30km or so it'll get clipped by the far clipping plane. if its smaller, its gonna look bigger if you have to cover a certain distance.
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take a look at the freelancer backgrounds.... some of them really 0wn :)
okay, someone finish true-color backgrounds and a new pof ;7
Adding eye-candy like that to FS2 would spice things up even more :D
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Originally posted by PhReAk
we can't do that now since if its diameter is over 30km or so it'll get clipped by the far clipping plane.
what? who did that? what for?
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Your run-of-the-mill space telescope false color images don't make very good background images if they're just glued on like this - that's simply not quite what it looks like up there. :)
Then there are the points that brighter light sources like local stars and planets reflecting that light drown the backround stuff, but let's not take a too purist approach.
(false color image = images where different elements, like hydrogen, oxygen and so on are colored differently to bring out those details in the nebulae)
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What kind of pof did the subspace tunnel use?
How about the skybox?
I believe it is time to replace the said box with a higher poly sphere - as well as adding the ability to layer all the background components.
What are the aims I think of?
You should be able to set a base background image.
You shoulb be able to add suns,, nebulas planets and any other picture onto that layer - and determine their order.
It should still allow the usage of the old (and recently tweaked) star system.
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Originally posted by Raa Tor'h
Try something like this
;)
http://freespace.volitionwatch.com/us/images/mods/snipes/Background.jpg :D:D:D
convert it before in 256 colors :doubt:
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Hmmmm my thought is more that the problem lays in the foreground. I'm not talking area dependant nebulas here, but could you add a general 'fogging' effect to the game, where the Modder specifies Ambient Fog density and Distance and it applies to the whole play-area. That would stop the foreground ships looking so stark against the background :)
Also, if you did the sphere with two different materials, one for each hemisphere, you could effectively double the resolution of the Background?
Looks really really nice Phreak, shows promise! :)
Flipside :D
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Originally posted by FreeTerran
convert it before in 256 colors :doubt:
Nah. Just make it a Targa file :p
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Or DDS, which would be a smaller file size with just as many colours?
Flipside :D
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And how does one do that? Is it a standard extension in PSP/PS?
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There is a Save plugin for Adobe products, theres also a converter proggy, I'll just go get the plugin and post it......
Flipside :D
Here....http:\\www.aqsx85.dsl.pipex.com\images\DDS.8bi
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3d exploration can read, and possibly write dds files IIRC.
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Thanks Flip :)
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Does anyone have any idea of the other possible ramifications of this texture-mapped skysphere idea?
ATMOSPHERIC FLIGHT AT LAST!:D
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Originally posted by Woolie Wool
Does anyone have any idea of the other possible ramifications of this texture-mapped skysphere idea?
ATMOSPHERIC FLIGHT AT LAST!:D
See also my idea about nebula flight effecting the way a ship handles and boom - you're away :)
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It looks like you're in a sphere. You need to touch it up, but it's a great start ;)
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Crap thats huge!!! :eek:
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Originally posted by kasperl
3d exploration can read, and possibly write dds files IIRC.
argh it can't save as dds :(
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I'll download the DirectX9 SDK, it's got a converter program that will change BMP to DDS. I'll post the program once I have finished downloading :) Or if someone else out there already has it......?
Flipside :D
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i have it
http://www.swooh.com/peon/phreak/DxTex.zip
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Now how do we get FS to use it?
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the dds, i assume? i dont know if it works in d3d, but it does in opengl. data/maps.
if ur talking about the background sky thingamabob, ur gonna have to wait until i can perfect it.
does anyone know where the flip normals button is in TS 3.1? nm found it.
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Heh... Well do the dds files take precidence over the pcx's? And do TGA's work?
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yes they take precedence. and i dont think tgas work
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DDS stands for Direct Draw Surface, so I would admit, I'd be very very surprised if DirectX couldn't use it.
Flipside :D
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its more of a lack of impelmentation of it in the d3d engine rather than unsupported. its a messy hack and i want to redo the way it works anyhow
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what about making your own star maps?...
Observe.. (http://www.hard-light.net/forums/index.php/topic,18295.0.html)
one could see my point, if somebody made thier own, stellar fields, nebulae, and planets... well, you get the idea ;)
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that was the inital point ;)
i have zero art skills. and a stick figure is the limit of my talent so i ripped a pic i google searched for and tested it
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Originally posted by PhReAk
that was the inital point ;)
i have zero art skills. and a stick figure is the limit of my talent so i ripped a pic i google searched for and tested it
hey, whaddya know... i might be actually able to help put planets, starfields and nebs into freespace..;)
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Boo.
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that would help if it was tiling, I suppose :p
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The main thing is that stars realistically will always be pinpoints of light - single pixels of light. The thing that makes some brighter and some dimmer is that some will not be 100% white (dim stars), and others will have variously-sized glows around them (brighter stars).
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ill be releasing an exe within the next day or so that will demo this. i would have had it up yesterday but FRED wasn't compiling right. i hate fred. this exe will also have inital opengl HT&L stuff
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(http://www.aqsx85.dsl.pipex.com/images/Skydomex.jpg)
This was my first attempt and it is very very big (It was created for movie rendering). Help y'selves :)
Flipside :D
Oh no, it's not as big as I thought :) only 1024 x 1024 :D
I still think there will be something needed to blend the models into the background a bit, very dull 'real' ambient light or ambient fogging or something?
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sandy could i steal that star map prwitty please?
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Git on ICQ, Baabaa.
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sandy & flip: i'll test your backgrounds in a few hours. i have some errands to run. if you can link a 256-color version, it would save me some time too :)
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I might have to do it as DDS even Bright gives the BMP a case of the measles, too much fogging gradient, I'll try it on the JPG and see if the slightly lower quality image will make life easier :)
Flipside :D
Heres the DDS - http://www.aqsx85.dsl.pipex.com/images/Skydomex.dds
Wow! It's considerately smaller than the JPG!
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not used ICQ in year, will have to download it again ... now what was my password?
[pause]
Ok sorted, come find me sandy
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well i had to convert it to pcx anyways, dds didn't like TnL it wasn't all that bad.
(http://www.swooh.com/peon/phreak/flip_sky.jpg)
(http://www.swooh.com/peon/phreak/flip_sky2.jpg)
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Sheepy, I sent you a message.
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PhReAk, that's more like it!!
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ohhh nice.
you will still be able to use the regular backround nebulea and stuff right?
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its gonna be specifiable in the fred background editor wether you want one or not. im doing that now
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maybe you should alow a number of background bitmaps/pofs
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Hmmm, it looks great, but it seems like it almost takes a little bit away from the models. I think the backgrounds might need a little more black... or maybe I'm just used to the way FS2 does it. :)
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Phreak, what resolution image is that? Because I think if that was doubled it'd be perfect - right now the stars are still a bit blurry.
And what kind of mapping is it applying to the sphere?
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actually it just needs a bluish sun thrown in the mission.
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1024*1024 is far too small for the size of the sphere it's being stretched over, I think - if you want to avoid the blurry stars.
Originally posted by Sandwich
Boo.
Very nice for a render, Mike. :)
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Is there much of an effect on performance by increasing the size of the map? I mean you can guess where I'm going - if there's no performance hit then have the largest map possible for the best possible effect. Seems logical?
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right now its at 1024x1024. the next step up is 2048x2048 which is the upper limit for textures on most cards these days. i may want to have the user model a low poly sphere or box or something and have them apply maps in truespace. this way there wouldn't be much streching and stuff. once again, im gonna need a model and textures. just a note: the normals must be pointing inward for it to work ;)
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make it so you can use 4 1024 maps.
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i have it now so that you can use as many maps as the model requires. once i figure out this fred stuff i should have it uploaded.
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Woot! I'll remember it's Open GL this time ;)
Flipside :D
Heres a crazy thought, if you could make the skybox a modder specified pof, you could make all sorts of wierd effects, Black holes dissapearing into the distance, for example, by placing a 'spike' on the sphere, as long as it is geometric and all the faces are pointing inwards, it would allow for the most flexibility, and some really whacky backgrounds ;)
Flipside :D
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Originally posted by Flipside
Woot! I'll remember it's Open GL this time ;)
Flipside :D
Heres a crazy thought, if you could make the skybox a modder specified pof, you could make all sorts of wierd effects, Black holes dissapearing into the distance, for example, by placing a 'spike' on the sphere, as long as it is geometric and all the faces are pointing inwards, it would allow for the most flexibility, and some really whacky^H^H^H^H^H^Htacky backgrounds ;)
Flipside :D
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LOL Sometimes yes, experimentation is yet another mother of innovation :D
Flipside :)
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make it use 6 bitmaps (one per direction), that should keep texture sizes down to what most cards can handle without decreasing the quality of the background images.
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im letting the modeler decide how many and what size bitmaps to use. its easier that way. all i need to do at this point in time is change one line and test if everything works as planned (which it should)
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ok i've uploaded this stuff. its up to the modder to create a background pof and accompanying textures.
some ideas to do:
use animating textures for pulsars
make halos or something around the sun, i can't really describe it
random comets
the new pof is the spherec.pof with different textures that flipside supplied. to enable this, you need to go into the background editor and type in the filename of the background pof
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Originally posted by PhReAk
ok i've uploaded this stuff. its up to the modder to create a background pof and accompanying textures.
some ideas to do:
use animating textures for pulsars
make halos or something around the sun, i can't really describe it
random comets
the new pof is the spherec.pof with different textures that flipside supplied. to enable this, you need to go into the background editor and type in the filename of the background pof
Sorry, don't quite understand how to enable this. The FRED version is from August 30th, and has nothing of the sort in the background editor.:nervous:
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it is? aw crap, must have not zipped it
it was there: you sure its not the inferno version?
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*redownloads*
Well what do you know, it's there. Sweet...:)
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Thanks Phreak, having a slight problem with this build of Fred though, hitting CTRL + LeftClick doesn't seem to want to add a ship to the scene :( Oh yes, and drag select doesn't seem to want to work either?
Flipside :D
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odd. i replicated it. to fix it, close out of editor windows by clicking the close window "X" instead of hitting enter or something
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I'll try that, but it wouldn't let me add new ships from the start :( I've also, I'm sorry to say, got a problem when loading starry.pof, despite the fact it loads fine in model view, and looks rather nice ;7
This may be a corrupt download though, I'll try it again, and see if that fixes the model problem :)
Flipside :D
Sorry, No luck, the error message is :-
Error: Can't open file
File:C:\fs2_open\code\Model\ModelRead.cpp
Line: 1419
Call stack:
------------------------------------------------------------------
fs2_open_r.exe 004d0acc()
fs2_open_r.exe 00424dff()
fs2_open_r.exe 00422a77()
fs2_open_r.exe 00401d3e()
fs2_open_r.exe 004021c4()
fs2_open_r.exe 00407a51()
fs2_open_r.exe 004d659b()
fs2_open_r.exe 00406adf()
fs2_open_r.exe 004d688e()
fs2_open_r.exe 00409105()
fs2_open_r.exe 00409179()
fs2_open_r.exe 0060bd3e()
kernel32.dll 77e814c7()
------------------------------------------------------------------
Flipside :D
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i'm assuming you read the instructions :D
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LOL Yes, all unzipped to correct directories, and the texture went into maps as well, just in case ;)
Flipside :D
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heh. you forgot the ".pof" extension on the model filename
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Originally posted by PhReAk
heh. you forgot the ".pof" extension on the model filename
Yeah, figured that out the hard way. 'Course when it said it was missing not I figured I needed the extension.:D
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i should fix that
edit: i fixed the extension problem and the "unable to add a ship" prob
edit #2: zip updated. have fun
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LOL It seems 2am testing works about as well as 2am coding ;) I thought of that at work today, I'll check it all out tonight :)
Flipside :D
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Whenever I try to load the first mission of Starforce with your EXE, it crashes to desktop with no error message. The Inferno build works, and my table is not large enough to fux0r FS2 up. Any suggestions on making it work?
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Originally posted by Woolie Wool
Whenever I try to load the first mission of Starforce with your EXE, it crashes to desktop with no error message. The Inferno build works, and my table is not large enough to fux0r FS2 up. Any suggestions on making it work?
Does it work with the standard fs2 stuff?
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(http://www.aqsx85.dsl.pipex.com/images/bground.jpg)
It works! Groooovy! :D This is DirectX non-HTL version.
Flipside :D
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ooh looks like I-War2
Where's mik?
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Originally posted by Solatar
Does it work with the standard fs2 stuff?
Haven't tried it.
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Originally posted by Woolie Wool
Haven't tried it.
Well....try it and see if it's just your MOD or the SCP's fault.
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Originally posted by Flipside
*snip*
It works! Groooovy! :D This is DirectX non-HTL version.
:eek2:
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Originally posted by Flipside
http://www.aqsx85.dsl.pipex.com/images/bground.jpg
:eek::eek2:
Holy ****!
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Stop cursing! *smacks woolie* :p
But yes, it is a thing of beauty. :) I may actually try it... If I can find my sound card's driver...
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...:( I can't get it to work... Is there something special I have to do besides enterring starry.pof in the editor in fred?
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Could you host the .pof you used for the sphere? ;7
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How's this for a background?
(http://www.muranowak.com/newstars.jpg)
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O_O
I really, really, really need to check this forum more
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schweet
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****.............................
:eek2: :eek2: :eek2:
DAM THATS AWESOME!!!
EDIT: Herrs my version
(http://mywebpages.comcast.net/ksickafoose/avatars/boxscreen.jpg)
its warped around the edges, and there is a considerable slowdown when the mission opens up, probably cuz Fs2 is rendering all the crap ingame....
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Wow.. this thread is awesome. Really reminds me how bad the canon FS ships are too.. poly wise.
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Muy bueno. :nod: :yes: :nod:
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Originally posted by Sticks
How's this for a background?
(http://www.muranowak.com/newstars.jpg)
Mind posting the image you used for that?
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Originally posted by Drew
(http://mywebpages.comcast.net/ksickafoose/avatars/boxscreen.jpg)
That has to be a simple cube with a planet modeled in. I can see the corner of the box plain as day.
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Star Background (http://www.muranowak.com/starry_flip.zip)
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Originally posted by StratComm
That has to be a simple cube with a planet modeled in. I can see the corner of the box plain as day.
ermmmm no.
i just edited the mission "Greyface" to use the skybox. :doubt:
thats the regular backround for the mission + the skybox
EDIT: Sticks's skybox :P, you must be seeing things.
EDIT: that 16 fps is a lower than normal speed i got when running it. it usueally runs alot faster.
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*bump*
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[Crazy addict voice] More... must see..... more..!! [/Crazy addict voice] ;7
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LOL Heres another hit :)
(http://www.aqsx85.dsl.pipex.com/images/Ast1.jpg)
(http://www.aqsx85.dsl.pipex.com/images/Ast2.jpg)
I've made a higher rez Skysphere here, and it has a top/bottom area and a band around the middle for a second bitmap ;)
I'll make available once I have zipped it all up :)
Flipside :D
Here :) Feel free to tinker with the textures, the current ones were kind of rushed ;)
Background POF Zip (http://www.aqsx85.dsl.pipex.com/Ships/SkyBox2.zip)
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woah. :yes: :yes:
it also looks like we got some more exposure
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LOL Good :) And once 24 Bit texture support and compressed files for animated background images (Thanks Bobboau) is finished, we may really be able to let things rock with the backgrounds for relatively few polygons :)
Flipside :D
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Wow! this is realy cool!
Allot better then the old way!:yes:
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(http://www.aqsx85.dsl.pipex.com/images/Astblue.jpg)
Variations on a theme :)
Flipside :D
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Originally posted by Sticks
How's this for a background?
(http://www.muranowak.com/newstars.jpg)
may I suggest to add this to the screenshot page of the hlp site?:)
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It's already there I think...
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Make it accept gif's and/or ani's as backgrounds, then I'll be impressed.
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it isn't, but it should
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ani backgrounds are already available AFAIK. as for gif, well, read the FAQ.
but ani backgrounds &textures are available, so you could in theory, make this thing with animated textures.
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You people have almost convinced me to start working on more ships :p
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ok but where could i get the exe ?
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See Phreak's signature.
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Originally posted by Nico
(http://www.swooh.com/premium/venom/variouspics/afp03.jpg)
What mod is that from?
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Originally posted by an0n
Make it accept gif's and/or ani's as backgrounds, then I'll be impressed.
doesn't it?
it should, if it's useing a pof as the background.
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Ewwwwwwwwww!! I Wouldn't want to animate an image of the size of a starmap, we are talking 1024 x 1024. Though what Bobboau has already done with being able to use animations for the background animations provides us with lots of possibilities :)
Flipside :D
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Originally posted by Flipside
I Wouldn't want to animate an image of the size of a starmap, we are talking 1024 x 1024.
depends on how fancy you wanted it to look methinks.
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just make a sub part of the sky that you want animated
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Originally posted by SKYNET-011
What mod is that from?
Just something Venom did for fun, I think.
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(http://freespace.volitionwatch.com/blackwater/starmap.jpg) (http://freespace.volitionwatch.com/blackwater/starmap.tga)
try me!
WARNING, big file, that pic is a link
based off of images aquired from here (http://maps.jpl.nasa.gov/)
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Originally posted by Styxx
Just something Venom did for fun, I think.
ah yes, I remember... is that planetary mission available for download somewhere?
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Originally posted by PhReAk
woah. :yes: :yes:
it also looks like we got some more exposure
You're welcome. :D
Just added Sticks' background screenshot to the featured pic circulation. You know, you can do this yourselves too, guys. ;)
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http://antwrp.gsfc.nasa.gov/apod/lib/aptree.html
JACKPOT!!!!!!!
Astronomy Picture of the Day ARCHIVES!
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Remnants of Capella... (YAY! I'm finally a Bakha!)
(http://antwrp.gsfc.nasa.gov/apod/image/9911/crab_vlt.jpg)
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flip, it looks like there is some streching going on your two new backgrounds. i'd check the UV maps or something
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I like this one better
(http://antwrp.gsfc.nasa.gov/apod/image/0007/ngc2440_hst3_big.jpg)
seems more suited to being a bacground, though not entire bacground like most of the picks here.
and nobody liked my background?:(
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I like it a lot...always loved star photos:)
I remember I had a shot of this one http://antwrp.gsfc.nasa.gov/apod/ap950724.html in higher resolution, but I can't find it:(
(edit: I found this, thought it is probably too small http://www.guidescope.net/galaxies/andromeda.htm?large )
I also remember a couple of nice giant images of cygnus' veil nebula wich were really cool, if I find em I'll post it
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I made some searches, and I found some sites with decent resoultion images :
http://www.koyote.com/users/bobm/astro2.htm
http://www.af9y.com/astro20.htm
http://www.af9y.com/astro40.htm
http://www.noao.edu/outreach/aop/observers/bestof.html and http://www.noao.edu/image_gallery/ (high res images)
http://hubblesite.org/newscenter/archive/ (high res images)
http://www.eso.org/outreach/gallery/ (high res images)
some of my preferred (althought not all of them are suited to become background images, or at least they may require some work first):
http://www.koyote.com/users/bobm/M42nebulosity.htm (this is wonderful)
http://www.koyote.com/users/bobm/m31.htm and http://www.af9y.com/m31.htm (better image of andromeda)
http://www.af9y.com/rosettew.htm
http://www.noao.edu/outreach/aop/observers/m20castano.jpg
http://www.noao.edu/image_gallery/html/im0042.html
btw remind most of those files are copyrighted, but usually free for non-commercial
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Originally posted by Bobboau
I like this one better
(http://antwrp.gsfc.nasa.gov/apod/image/0007/ngc2440_hst3_big.jpg)
seems more suited to being a bacground, though not entire bacground like most of the picks here.
That is seriously pretty...
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Holy twilite zone-- that's my current wallpaper.
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you should get some greg martin style stuff into the game :)
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go ahead. here's the limit of my drawing abilities
http://www.swooh.com/peon/phreak/pain.jpg
uh... what's Mr. Martin's webpage?
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http://www.artofgregmartin.com/
:D
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that guy is beyond human. thanks for the link
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It's not so much your images Bobb, it's the way the Bitmaps are used, they are mirrored on both hemispheres, so having the same galaxy above and below you would look a bit odd. That, however is a beautiful picture and should certainly be made available as the first full-colour background decoration ;) One question Bobb, would your Shockwave.pof be able to use multiple textures as well?
Flipside :D
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yeah, it should, if it doesn't there's a problem, it's just like any other POF
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Ok this affect kicks arse
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Originally posted by PhReAk
that guy is beyond human. thanks for the link
Don't forget copyright... :sigh:
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ask him, you could perhaps p1mp his site/name in the exe somehwere.
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Originally posted by Setekh
Don't forget copyright... :sigh:
i wasn't even going to do anything with it :nod:. the guy is just plain .... uh i cant descibe his sweetness
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Is there a version of this that supports .JPG yet Phreak? I've made a new one, and I think I've fixed the stretching problem, it's just a matter of tiling the central band image, but it's using Bobb's image and a planetary nebula, and it just looks mad when I convert it to 256 colour :(
Flipside :D
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Originally posted by Flipside
Is there a version of this that supports .JPG yet Phreak? I've made a new one, and I think I've fixed the stretching problem, it's just a matter of tiling the central band image, but it's using Bobb's image and a planetary nebula, and it just looks mad when I convert it to 256 colour :(
Flipside :D
yes. use the new 32bit build. It also supports sky boxes :D
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Oh yes, so it does ;) .....
(http://www.aqsx85.dsl.pipex.com/images/NewSky1.jpg)
(http://www.aqsx85.dsl.pipex.com/images/NewSky2.jpg)
Hmmmm.... I think the tiling is more or less fixed, just do a little bit more bugtesting and put this one up for d/l :)
Flipside :D
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someone p1mp those at a FL board
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Jesus H Christ...
FS2 is on a roll baby!
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someone should try this one too, if you can avoid the tileing prob:)
(http://www.koyote.com/users/bobm/bgsM42Combine27Final.JPG)
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I'll look into it Karma, that way may need the Skybox to be mapped a little differently, but I'll see if it can be done ;) The graininess of the picture may be a problem too :(
Ok, the tiling works, the only problem at the moment is there is a slight contrast difference where I have merged the telescope images with the starry background, I'll remake the JPG's and post them at some point this evening :)
Flipside :D
Edit : This may take longer than I thought, the nebula images continue off of the edge of the Bitmap, making for sudden drop-offs between textures.....
Gonna have to start learner how to create my own nebula ;)
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Originally posted by KARMA
http://www.noao.edu/outreach/aop/observers/m20castano.jpg ...
btw remind most of those files are copyrighted, but usually free for non-commercial
Does anyone else see the Shivan in the cloud? :p
And they copyrighted the universe? :wtf: :wtf:
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Just a thought, but wouldn't this leave both the current Freespace stars and Background decoration images obsolete? I mean, if someone wanted to have an animated image on the sky, as has already been mentioned, you could just change the material of a few polys on the Skybox and do it that way?
How much CPU time would it save if there were an option to turn of stars completely in Fred for a particular mission? You could do the same with background decoration, since it would now mostly be useful for animated images for those who didn't want to start playing around with the sky models?
Flipside :D
Edit : LOL and yes, I see he little devil ;) They're coming!
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it shouldn't be that hard. just have fred set Num_stars to 0 if there is a skybox
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Can Fred do that? I thought it bottomed out at 250 or something?
Flipside :)
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the slider bottoms out at 500, but its probably trival to have it go down to zero
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Originally posted by Flipside
Oh yes, so it does ;) .....
(http://www.aqsx85.dsl.pipex.com/images/NewSky1.jpg)
Into the featured pic cycle with you. :)
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For test purposes, can someone try a BG with true single-pixel stars and post a screenshot? I wanna see how big they appear to be in-game.
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Originally posted by Sandwich
And they copyrighted the universe? :wtf: :wtf:
no, they just copyrighted the tools to view the universe:p
about that background, I should be able in few minutes with photoshop (as long as I find a star background that fit the one of the image) to prepare the image so that it could be tiled. This would be necessary even if you don't want to repeat it. About the tileing, I may be missing some parts of the thread, but can't you simply use different images for the two emispheres (if one single image for the whole sphere is too blurry)?
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ok could someone explain what i must do ?
I WANNA TEST IT ;7
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*bump* hey c'mon i want try it too :(
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He's right, it looks fantastic but I have no idea how to play with it myself!
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LOL Well, you need to download the latest .exe, the one from the 32Bit colour thread works well, so does Bobb's new missile trail build :)
The POF that comes with it requires one bitmap, any size up to the limits of your graphics card, just use Modelview to change the texture name. Oh yes, and read earlier for how to activate the backgrounds in Fred.
One last thing, remember you can use .JPG files with the new build, but you need -32Bit -t32 in the command line :)
Flipside :D
I'm currently trying to create a skysphere that uses 3 Bitmaps, but having some scaling problems, I might have to use just two :D
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it isen't an pof in the zip :(
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http://www.aqsx85.dsl.pipex.com/Ships/SkyBox2.zip
I think that's it... but do we have to add it to the ships.tbl and such? Explain for my stupidity! ;)
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ok thx i will try it ;)
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Well, my curiosity compensated for my lack of understanding. I got it working.
Lets assume you have the latest build from Phreaks signiture.
Take the zip link I posted above and place the files in the /data/models directory.
Now open the FSO version of FRED2 and create a mission (or load another one and remove all its backgrounds). In the backgrounds selection box you'll notice a field at the bottom right. Into that enter the name of the model file you just placed in the /data/models directory (omit the .POF extension - this is added automatically).
Save the mission when you're done with it.
Open and play!
And a great job to all who worked on this, it looks fantastic!
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How cool is this?!
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the bg looks **** but now take my 4 awesome screenshots
here is number 1.
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here number 2
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now the 3th.
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and the final one ;)
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Someone really needs a FSO catagory of screenshots!
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Does anyone have a high-poly sphere with only one map on the inside? The one in the link I downloaded is much more jagged (and therefore won't look as good I imagine...)
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make for the second texture an green pcx 256 colors file i think this will work
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It didn't :(
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I made one with 400 polies, but the mapping is horrible. I can't get a decent UV map on it...
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Bu I don't think you need an ultradetailed sphere, or am I wrong?
btw for the screenshots it seem that a single 1024x1024 map isn't enough to cover all the background sphere, and probably even 2 maps aren't enough, with images of the complexity of star photos you risk to see odd grain effects, as flipside said.
you should try with 4 or even 8 maps in my opinion, lithunwrap can help a lot to unwrap the sphere, and probably the best solution would be to have one (or two) star photo covering a relatively small portion of the screen, with a tileable starfield background covering all the other areas.
This could require some work, in order to don't see the borders of the star photos
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ugh, please no tilable backgrounds... I think having the original starmap there still and having that shine through is a much better alternative to that.
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The problem comes when it gets to scaling all the Bitmaps. It's just a question of getting all the scaling sorted out so that the stars look the same size on every texture, easier said than done, I'm not very up on this kind of UV Mapping, Box or Planar is no good unless you are dividing your sky up into bands, and then you come across the scale problem :( So It's circular mapping, which tends to stretch the textures in unpleasant ways :(
Any advice anyone?
Flipside :D
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Am I the only one who thought "Event Horizon" when looking at FT's shots?
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The best skybox for simply mapping a picture to is inherently a cube. That way you just need 6 maps of equal scale and everything lines up fine. However, with a cube, unless your textures are done VERY well, you will run in to things like being able to see the corners (the map I called out for being a box really wasn't, but you can see the line across which the map was mirrored clear as day) and some scaling issues related to distance. The sphere option fixes that problem, but opens a new can of worms in the mapping, as you can't really get a clean spherical map out of a normal picture.
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this sort of makes environment mapping usefull now, I'm going to look into setting up cubic environment mapping
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the only problem with circular uvmaps may be at the two poles.
personally I would use it if I'd have to use a single texture
you may want to use it even if you use a tiled starfield as background, before applying an image over a specific area.
The specific area could be mapped with planar (expecially if small or at the poles) or using a portion of the same circular uvmap.
The scaling problem should be not too hard to avoid if you use lithunwrap:
to set-up the tileing in Lith you just have to make the uvmap bigger than the map, the problem is to decide how much bigger.
If I have, example, a starfield of 400x300, and the stars are at the same scale of a 800x600 photo that I'll use for a specific area, the uvspace for the tileing should be (proportionally to an equivalent area) double than the space used by the 8x600 image.
And to be sure of the result, you can use the preview window and adjust the UVs until you obtain the desired result.
There is a strategy that you may find very useful:
create a new image, fill with white, draw circles filled with different colors at the 4 verts of the image, and one in the center; and maybe draw the 2 diagonals to connect the 4 verts.
Then you can use this test map to verify that you are uvmapping correctly (the colored circles must be not distorted and in the desired position).
In my example, I could create a 8x600 test image and then a second 4x300 image with the circles of the same size of the one before. If my mapping will be correct, the coloured circles will all be of the same size, then I'll have to just substitute the test maps with the real ones
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Hmmmm... Then possibly the best way to go with the new 32 Bit textures is this....
The FS2 Star system would be used for your one pixel stars, I heard there was some work underway for grouping/colouring/Depthing them?
The background POF would be used for some special effects, nebulaic glow, etc.
The background decorations would be used for more special effects (including possibly animated ones), galaxies, distant planets etc.
This way would mean you would not have to worry about stretching textures with the stars, the background could be 'in the style of but not replicating' Homeworld 2, as in they add ambience to the scene, but there are practically no stars in them.
That would make the best use of each background feature?
Flipside :D
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Don't spose some1 could put a tut or an explaination on how to do this? It would come in handy when trying to implement Homeworld style backgrounds...
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still have to try, so I may be wrong, but...
check phreak's siggy and download his version of fso
an example of background is already there
substitute it with your own
launch the game enabled for 32bit and play a mission with this background enabled
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Originally posted by Kalfireth
Someone really needs a FSO catagory of screenshots!
:nervous:
http://dynamic4.gamespy.com/~freespace/hlp/category_show.php?cat=15
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ta thanx for the quick help
:D