Hard Light Productions Forums
Archived Boards => Machina Terra => The Archive => Archived Machina Terra Threads => Topic started by: Styxx on October 29, 2003, 06:54:36 pm
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Ok, I said I would post more updates that were not necessarily in-game shots, so here they are - screenshots from the MT cutscenes!
(http://www.3dap.com/hlp/staff/sticks/mt/cscreen01.jpg)
(http://www.3dap.com/hlp/staff/sticks/mt/cscreen02.jpg)
(http://www.3dap.com/hlp/staff/sticks/mt/cscreen03.jpg)
(http://www.3dap.com/hlp/staff/sticks/mt/cscreen04.jpg)
(http://www.3dap.com/hlp/staff/sticks/mt/cscreen05.jpg)
(http://www.3dap.com/hlp/staff/sticks/mt/cscreen06.jpg)
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I'll try to post more as the cutscenes I'm currently working on are finished. :)
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:jaw:
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err.. woa.
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You're not allowed to p1mp your own project in the highlights because that would be shameless... but the MT site says I'm a retired staffer. ;)
Real nice one, S. :yes:
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*dons sunglasses*
Woah
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that lightning is schweeet
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:yes: , as usual ;)
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:eek: Puts my feeble attempts to shame!
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I made it to the header! Yay! :D
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Originally posted by Lt.Cannonfodder
:eek: Puts my feeble attempts to shame!
what can say he is Styxx;)
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Hmm. I wonder how that asteroid ring works out in motion.
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Ah can't wait to see that complete scene moving....
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WOW!
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Really looking forward to the campaign. Moreso now than ever.
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(http://www.mudmystic.com/whoa_small.jpg)
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Erm... not bad! Not bad at all! :eek:
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Originally posted by Liberator
Really looking forward to the campaign. Moreso now than ever.
Same here.
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Mark this date in your calendars everyone! Zylonbane actually made a post with NO criticism!
Oh ... and... :jaw:
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Bah. It's good enough for me. ;)
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He didn't use words. Thats wat matters:D
These shots look damn cool!:yes:
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/*does Machina Terra danece of coolness*/
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Originally posted by Styxx
I made it to the header! Yay! :D
Only the best stuff, of course. ;) And the system works, too.
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:eek:
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...who you be? :p
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just reinforces the fact that we wants to play this
what codec does the cutscene use?
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anything high quality in AVI :D
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Originally posted by PhReAk
what codec does the cutscene use?
XviD, I think. I hope I was allowed to say that. :nervous:
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Yep, it's XviD.
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Xvid ... nice
/me wishes to get back into playing around with TS some more
how to you make asteroid belts without taking nine years
(and is there a way to make plantary rings so that if you're really up close it shows individual particles, but if you're far away it auoamtically just makes it' a textured solid)
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Originally posted by Kazan
(and is there a way to make plantary rings so that if you're really up close it shows individual particles, but if you're far away it auoamtically just makes it' a textured solid)
in LW I know there is, just set it to morph to a object when it reaches to a certain distance.
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wait a sec are those ANIMATIONS?
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Cutscenes! Read boi!
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What, you expected the game engine to handle all those polygons?
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Originally posted by Ashrak
wait a sec are those ANIMATIONS?
You got competition, Ashrak. :D
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Originally posted by Setekh
You got competition, Ashrak. :D
yargh!!! *goes to make something ultracool in lightwave* :p
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Yes, it's XviD, yes, those are animations, and I've used real models for the asteroids up close and particles for the rest. Lots and lots and lots of particles.
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I would loooove to see just one of those anims. Or maybe just a few seconds of one. :D
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styxx: did you have a program that you could give geometry data to and have it generate the asteroid belt - or did you have to do it manually
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Originally posted by Raa Tor'h
I would loooove to see just one of those anims. Or maybe just a few seconds of one. :D
Mwahahah, MT has you now! ;)
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Originally posted by Kazan
styxx: did you have a program that you could give geometry data to and have it generate the asteroid belt - or did you have to do it manually
I used both particle systems and the Scatter plugin for MAX - you give it a volume and an array of objects and it'll scatter the objects randomly throughout the volume. The particle system is for the far away objects, the scatter is for those closer to the camera, and I positioned some manually that are very close to the eye point.
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:eek: :eek: :eek: :eek: :eek: :eek:
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Originally posted by Kazan
styxx: did you have a program that you could give geometry data to and have it generate the asteroid belt - or did you have to do it manually
You know, something like that in max isn't that difficult to make ;)
the real problem is: "Will my PC be able to handle all that?"
The answer to this, if you do it the hard way, is generally:"No, damnit!!!!". That's when you show skills, like Styxx, obviously, to simplify the whole thing w/o ruining the visuals.
Dunno how Styxx did, but I believe I'd use particles, with a planar particle, with random asteroid pics applied to them ( with an alpha chanel of course, don't want a black square around the roids ), and all those particles aligned to the camera normals. I wouldn't even bother with high poly asteroids, in fact, unless there's one coming REAL close to the camera ( if the camera moves slowly ), with motion blur, you won't see the difference anyway.
If you want them to rotate, replace the pic with an avi, et voila ( yes, you can use avi as maps ).
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Nico: i don't use Max or LW (or even have them)
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Originally posted by Kazan
Nico: i don't use Max or LW (or even have them)
If you want to get that effect on an engine, it's quite simple too, just make the usual LODs for the asteroids, but set the lowest LOD to a sprite that replaces the whole model. Of course you won't ever be able to handle that many asteroids in one scene in real time with current hardware - there are hundreds of thousands of asteroids there - but you'll get a nice approximation on the local scene.
Getting a smooth disk effect on an engine would be harder, though, as you'd have to slowly fade them into a textured tube (multiple tubes, if you want it to look good) with the distance. It's doable, but in any normal engine it would be a very special case... Unless you broke up the "disk" into many small sections (which would still be a LOT less poly intensive than the asteroids) and had the higher LODs almost transparent, gaining opacity as it decreased, so the fading effect would be built automatically for you.
Erm, no idea if this is what you were thinking about...
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i was talking about doing it in Truespace
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Ah. Ops. No idea. :p
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yet again two thumbs up for Styxx :) :yes: :yes:
those pics looks just awesome :)
...I want that campaign!!!! :p
*goes around the room getting shaky while muttering*
need....machina...terra....:D
ok, but seriously....I just can't wait until it's done :)
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Originally posted by Setekh
Mwahahah, MT has you now! ;)
Too bad no one has MT at the moment (and no, the creators are not included in this asssssessssssment (so what, I didn't know how many 's' were needed :p)
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to do that in TS you would need to place each of the 150,000 asteriods by hand, particles is the thing that TS doesn't even try to do, the very concept of a particle system is alien to it