Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Flipside on November 14, 2003, 06:52:52 pm
-
Ok, heres one of the backgrounds I am working on for use while in Nebula environments for Twisted Infinities. I'm hoping to eventually do a background pack and put it on Sectorgame, but I thought I'd treat you to one of them now :)
Unzip the files into your Data/Models directory.
Your card must be running the JPG supporting version of the SCP and your card must support 1600 resolution textures (most do).
You need to set the background in the newest version of Fred if you want to see a new mission, and there seems to be a small bug when you target things at the moment, though I am sure this will be fixed soon :)
Link for Zip File (http://www.aqsx85.dsl.pipex.com/Ships/NebBack1.zip)
Enjoy! Comments welcome :)
Flipside :D
-
Wow, very impressive - I like it!
-
Thanks :)
And heres a quick shot of one of the other ones with Bobb's new 'steamed' Nebula FX.
(http://www.aqsx85.dsl.pipex.com/images/NebFX.jpg)
Flipside :D
-
:eek2:
Blimey. I really don't know what to say. Except that that rules.
Do you think you might link the appropriate build for us? There's so many I'll only go and get the wrong one otherwise.
-
http://freespace.volitionwatch.com/blackwater/fs2_open.zip
The FS2 Build I use.
http://www.swooh.com/peon/phreak/fs2_open_r.zip
Phreaks latest standard build, use the Fred2 from in here and use the Background editor to enter the name of the POF e.g. NebulaBack1.pof etc :)
There is a bug when you target things that make the background pof appear to centre on that ship, but the SCP guys are aware of it :)
Flipside :D
-
Cheers for that
*tests*
-
Originally posted by Flipside
Thanks :)
And heres a quick shot of one of the other ones with Bobb's new 'steamed' Nebula FX.
(http://www.aqsx85.dsl.pipex.com/images/NebFX.jpg)
Flipside :D
X
-
The first background is weird, and abnormal. In my opinion. The one on the second picture is far better, but it is a bit blurry.
-
I agree, it still looks cool though.. say Flipside, wanna link to the other one as well? ;)
-
Yeah, yeah, it is cool. Doesn't it decrease the FPS sufficently?
-
Yes, the first one I tried does look a bit 'odd' now, but practice makes perfect. The Blurriness of the second one is because it is being used in a Nebula, a lot of Skyboxes will look 'odd' at the poles due to Sphere mapping, so Nebulas cover this up a bit ;)
Ok, heres another one.....
http://www.aqsx85.dsl.pipex.com/Ships/NebBack5.zip
This one is a little more noticeable at the poles, if anyone wants to tweak the image so it works for them can feel free, I'll get round to it myself eventually :)
Flipside :D
-
woho now it works looks awesome good job :yes:
-
I can see what you mean about the edges - it's very cool color wise but theres some banding and problems with the model:
-
And the other...
-
Yep, this is why I'm sort of hanging on Bobboau getting the environment mapping up, once they've finished the debug of the HT&L. Any sphere using any amount of maps is going to be a pain around the poles without it. Not quite sure where that banding came from, could be the 3 layer linear dodge thing I did with Photoshop, even 32Bit colour can get confused if you try hard enough ;)
Flipside :D
-
my brother made a seamless nebula backgound. he's reading Greg Martin's tutorials when he's not doing his homework
-
owww... psychedelic! :D
-
Could Polar problems be resolved by using a sufficiently high poly Geosphere?
-
It's a problem with the maps rather than the models. However, to reduce the formation of seams around the poles, the model really should be bigger than 6-sided.
-
Ok, I'll give it a go with a higher Resolution POF.
Oh and try this one....
http://www.aqsx85.dsl.pipex.com/Ships/NebBack6.zip
Flipside :D
-
ok i talked to my brother and he said to use
effects->geometic effects->circle and then fade the edges to black. he's using PSP
-
Ok, I've upped the polys on the SkySphere and done a bit to the mapping, once these are up to a level people like, I'll start putting some more BGrounds together :)
Flipside :D
-
you guys need to learn to do seemless textures :D
-
Originally posted by Black Wolf
Could Polar problems be resolved by using a sufficiently high poly Geosphere?
BW is absolutely right. Use different geometry for the skybox to eliminate "poles". Particle Systems actually used a cube for the skybox in IWar2. You have to look damn hard to find the corners because their mapping job was excellent.
-
The first may be abnormal, but I like it a lot. Now, it may bring some odd feeling, but it's an eye kandy without getting disturbing. Somehow it reminds me of Homeworld 1/2's backgorunds. Nice job!
-
I'm going to try flattening the poles of the sphere, so that they are in-line with the points on the next 'layer' down, and see if that cut outs the 'lines' effect. The POF is already too many polys to load into Modelview (see latest model).
I could do the poles as a planar mapped seperate material, but it would be a pain getting the scaling right on the images.
As for Seamless, the 'seams' are created by the polys at the pole of the skybox, yes it is possible to fix this with gradient fills etc, and when I have the time I will, but right now I'm just bashing ideas around :)
Flipside :D