Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: KillMeNow on December 19, 2003, 08:14:28 am
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the ship i jsut threw in sadly i lost the textures for it ages ago - i'll get around to redoing themsemetime might fix up the ship abit too i imporved alot since i did it
anyway i was jsut creating a wormhole effect - while i havn't got the timeing on it jsut right or rather the timing on its opening just right yet - its not to bad
and for a still its pretty cool
http://sv3.3dbuzz.com/vbforum/attachment.php?s=&postid=436682
also its not visable from behind or the sides =) took me ages to work that one out believe me - well a hour or so anyway
so you can drive a ship into it and front the front lookign down the hole the ship si there from the side its hidden in subspace =)
hehe its cool
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wow,very nice :) :yes: :yes:
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thats a VERY nice wormhole....
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Very impressive
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The wormhole rocks. I do wish, however, that I could see more of the ship.
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http://sv2.3dbuzz.com/vbforum/attachment.php?s=&postid=436853
some post work on that image
and the frieghter prior to loosing its textures =/
http://sv2.3dbuzz.com/vbforum/attachment.php?s=&postid=436857
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Man, it sucks when you lose textures like THAT! :(
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Nice looking wormhole :)
So where's the worms? (okay, just kidding)
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I'm about to wet myself. The frieghter(!) and the wormhole(!) are awesome. Keep up the excellent work!
~Beowulf
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Somone make the subspace jump holes In Fs2 look like that.
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The rays cheapen the original image. For some reason, IMO, random rays make things look lame, but ordered ones make it look as if it was actually being seen through glass of some sort.
On the other hand, the wormhole more than makes up for it. Care to share the image? ;7
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Originally posted by Raa Tor'h
On the other hand, the wormhole more than makes up for it. Care to share the image? ;7
you want a rendering of he worm hole without a ship in front of it or you want the scene and mesh?
aboutthe rays hmmmmmm i thought they were wuite subtle lol ut maybe try taking them downa notch next time
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You'd be willing to share the mesh? That'd be great, since I have absolutely no idea how you made it, but love it none-the less. I'd love to make renders of that caliber(sp?).
It's amazing how much talent this community has.
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do you use lightwave? if so once i got teh scene finished i'll send it over
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Unfortunately, no, I don't. But I'm fairly sure 3dex can convert it to cob, no?
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well the mesh by itself is nothign special - its the proceural textures and effets i've appled ot it that amke it look cool - its also using weight maps and transpareny gradients and fall offs so i doubt it would come through
if you want some stills of itfor the background of your renders jsut ask and i'll jsut make them for you
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Save the material as a preset, KMN, and post the preset file with any maps that it requires. Anyone who uses Lightwave will be able to use your preset without much difficulty.
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Originally posted by KillMeNow
well the mesh by itself is nothign special - its the proceural textures and effets i've appled ot it that amke it look cool - its also using weight maps and transpareny gradients and fall offs so i doubt it would come through
if you want some stills of itfor the background of your renders jsut ask and i'll jsut make them for you
Well, then thanks for the offer anyway. Eventually I'll have to learn how to duplicate the effect in PS and TS (TS does allow for layering maps)
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Nice. But can't you just double-side the polygons so you can see it from the other side? Mine works fine like that...
Love the 'energy pulse' look thing to it... Little nickpick though... on the bottom left of the image you have wierd blue lines, bug?
mine :p
(http://www.3dap.com/hlp/hosted/14_year_war/dragonclaw/wormhole.jpg)
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yours is a cone .... or something iwth fractial noise and a gradient.....even I can make that :p
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nope i went to great effort so you couldn't see it on both sides cause then the tunnels will look like a cone and its the same size in real space as hyperspace so little point i wanted it to vanish into another realm - took alot of effort tot make it do so without you being able to see the far side
as for the blyelines nope no bug they are part of the ships solar panels array catching the light combines with motion blur
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how many polys, looks like it could make it into FSO
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Originally posted by Ashrak
yours is a cone .... or something iwth fractial noise and a gradient.....even I can make that :p
Go ahead then, I'd like to see you do it.
And OK KMN :) Just making sure. I really do like it. Always been impressed by your work.
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I demand a tutorial be written!
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http://sv3.3dbuzz.com/vbforum/attachment.php?s=&postid=437544
little update found the texture to my ship on an old backup cd =)
the red is now done in lightwave so is fully animatable again =)
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:eek2: :jaw::jaw: OMFG!!! that is awesome!!! :jaw::jaw::eek2:
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Who would sign a petition to get the :jaw: smilie back?
Because I would most certainly use it, right now.
Yes.
Mm...
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if someone can spare the room aprox 1.1mb i have an aniamtion of teh wormhole - not prefected the opening and closing yet and there is a minor niggle i have to sort out but it shows wellit moving and deforming and also spins around so you see the transition to it not being there (thats where the niggle is)
anyway anyone have 1.1mb of space to spare?
feel bad enough as it is using 3dbuzz site to host images but alas its alli have 9 or dont ahve as is the case) but either way it wont hold anythign this big
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i can host it at nodewars for you, send it to [email protected]
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Hey, if you can animate the warpmap, could you render an animation in head-on view? I'd love to apply that to the warp.pof file instead of the lame one we currently have. :)
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i could but i'm not convinced i could convince it to loop correctly
but if you tell me how many frames and at what res i could give it a try and see if its anywhere even close to being loopable
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Well, really, frames is however many it takes for you to loop it, and the resolution isn't really important either, so long as it's 256x256 or larger, right?
:) Coolness™
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ok i done some experimenting seems there is no basic loops on this procural that will reapear every so offen - adn the only way to amke it loop means it moves far to fast and destroys the coolness of it unless i were to make it about oh 5000 frames long or there abouts
now if you want i can render out no looped version - might be lucky and not eb to noticable
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Hmmm, animations normally go at, what, 15 frames per second in FreeSpace2? Multiply the time the wormhole stays open in FreeSpace by the frames per second of the animation, and it should be fine if you render that many...
Not sure how long it stays open though.
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Depends on the size of the ship and the speed it moves.
I suppose it _could_ keep running the entire time that the node is open, and not end until after, but it may make things like the Col leaving look funny? I guess it couldn't hurt. :D
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thought it varried dependsing on teh ships speed and size? - i doubt i should jstu render enough for all ships to get through without it looking but if the loop occured maybe abit mid way through the normal jump the ship would objucre most of the wormhole and cover the shange
anyway if you want it rendered out for fs jsut ask and i'll run out however many frames you want in sequencally numbers jpegs then rar them up adns end them to who evr wants to turn it into an jump point
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Ooh! Wee, Yes. If it's not a bother, try it.
Would about 60 frames be too much? I realize the original is only 24, but with the lack of looping, I figure that at 15 fps, 60 should last 4 seconds, which may be enough to get ships through...
Hmm, maybe 90 would be better? For the extra 2 seconds? Either way, if it's not a bother. And 512x512 should suffice. :D This'll rawk (mehopes)
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hey, the wormhole mist looks really cool.
i like the pink one... :)