Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on March 16, 2005, 10:51:07 pm
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I just made a new class for manageing a type of effect, and I just implemented it for the warp effect as a test, now this is just test textures, and I plan on useing this sort of effect to improve explosions mainly (this was just a quick test), and this particular useage of it doesn't look as good as it can in other situations, but I want to know if people like the small change I added to the warp effect.
so, test build.
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-16-05.zip
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Hmm, interesting...this might actually be useful for a BSG style FTL effect. (Although no one seems to be interested in doing the art for it)
What all does the new class do?
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manages, animates, and renders a ball of rays.
hopefully it should allow for a number of cool looking effects,
might be neat to use for a new weapon rendering type.
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ooh...usable for BSG FTL?! Mmmmm....
The more I get into all of this, the more I wish I had more photoshop/max/coding talent!!
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I take it its optional
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if i wasnt totally exausted from work id be playing with this right now, maybe this weekend.
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Screenies for those without direct acces to a working build?
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Um... http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-16-05.zip
It's hard to get a screenie of..think the subspace hole, but it flares when it closes.
I have now not done any justice to the feature at all with my description. :)
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No, it's more of an issue with needing to get all the data in the right place, I can do it myself, but not right now.
But, as always, add it as an option.
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That's awesome, nice work Bob.
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Wow, purdy. :D
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Me likes.
(http://n.ethz.ch/student/ebuerli/download/bobwarp1.jpg)
(http://n.ethz.ch/student/ebuerli/download/bobwarp2.jpg)
But yes....you have to see it in motion to fully grasp the effect.
This might allow a more B5 style jump hole effect.
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could be useful for star trek too. And maybe for star wars too.
But in both cases it'd be needed a way to make the ships accelerate to a monster speed in no time, then you'd see that effect in lontanance
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WOW!!! i've gotta try this. Like a moth I'm attracted to all things glowy and shiny!!!
edit: EXCELLENT EFFECT!!!!
I second Karma's motion to somehow speed up either the ship arping out and or the ship and the effect to close in on each other.
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Me likes :yes:
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Wow, cool. :eek2:
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Looks great. :yes:
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extreemly poorly implemented hacked in I am realy freaking late for work, implementation of this effect being used in an explosion.
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somemore
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wish I could atach more than one image at a time
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the flashes are based on the geometry of the debris objects
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Looks extremely cool :yes:
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Nice :)
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Oh hell yes. This looks incredible. Sure it needs tweaking but the potentials clearly there.
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it needs to be more subtle, but the effect itself is super :yes:
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Yeah...it might be a bit overkill if ervery fighter blows up like this. But it has great potential for capship explosions. :yes:
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CTD when I go to commit into a mission, and, interestingly, the grid on the briefing window appears to have gone away.
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That is ****ing unreal!
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Looks good, I'll have to play with this later.
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http://freespace.volitionwatch.com/blackwater/boom.zip
has the explosion thing in it, it only realy works right on fighters atm.
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If this effect could be refined a little better it would be great.
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wow... it looks amazing!
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Could we have consstant rayballs (not flaring in and out, but the rays move around and fade in/out randomly) for weapon shots, as a table flag.
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Originally posted by Bobboau
hopefully it should allow for a number of cool looking effects,
might be neat to use for a new weapon rendering type.
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It doesn't seem to want to work , are there specific launcher settings I'm supposed to use.
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nope, it's just suposed to work, are you still getting those dll errors?
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the effect is just not working. Not even with stock models. The warp effect build worked. The latest one doesn't. Anyone else get it to work? I tried both EFF and stock anis for explosions... no show.
Where is the Boom.tga suppose to go? I put in effects folder.
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is it working for other people?
maybe I grabed the wrong exe
(I just had it in the FS root)
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It even crashes certain types of missions for me. Does this effect work on debris-less fighters? Well, I tried with my viper with debris model and still no show.
Could you re-upload just to make sure?
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it's crashing on me now too...
didn't do that in the debug build...
this is why you don't want to keep hack tests around very long.
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try a debug build!
http://freespace.volitionwatch.com/blackwater/fs2_open_d.zip
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The debugger keeps looking for stuff on a drive I: ?
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no it isn't looking for anything it's telling you were I keep my source code, that's a standard error message,
...probly...
what's it say?
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Warning: cannot find bitmap nebulA1-main
File:I:\FSO\fs2_open\code\Starfield\StarField.cpp
Line: 811
Call stack:
------------------------------------------------------------------
game_init() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
I get a number of these till i get inside the game. The moment I go to the techroom the killer error that drops to desktop:
Assert: bay->num_slots == 2
File: I:\FSO\fs2_open\code\Model\ModelRead.cpp
Line: 2148
Call stack:
------------------------------------------------------------------
model_load() techroom_select_new_entry() techroom_change_tab() techroom_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
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ok, that first one means that it can't find the texture
nebulA1-main
it is a background nebula image (as opposed to a sun or a planet), look in your active stars table, and make sure the file is spelled the same way and in the right folder.
the second one, the model it's trying to load, it has a dock, with only one point, all docks must have exactly two points.
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I'm sorry, I don't mean to make this threa my personal troubleshooting topic... after fixing MANY tbl errors what not... this one, I am dumbfounded.
Assert: f < MAX_MEM_POINTERS
File: i:\fso\fs2_open\code\globalincs\windebug.cpp
Line: 1489
Call stack:
------------------------------------------------------------------
vm_free() close_help() doexit() exit() WinAssert() unregister_malloc() vm_free() close_help() doexit() exit() WinAssert() unregister_malloc() vm_free() close_help() doexit()------------------------------------------------------------------
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that's an unpleasent looking fellow...
were the hell did that show up?
I hope it was when you hit cancel on an Assert or something.
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Thats the first message as soon as I load a simple Viper vs Cylon mission.
This is the following message.
Assert: TotalRam == total
File: i:\fso\fs2_open\code\globalincs\windebug.cpp
Line: 1443
Call stack:
------------------------------------------------------------------
doexit() exit() WinAssert() unregister_malloc() vm_free() defpoint() parse_bsp() initalise() ship_create() parse_create_object() parse_object() parse_objects() parse_mission() parse_main() mission_load()------------------------------------------------------------------
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that means there is something realy weired up with the memory tracker, wich is bad, hmmm...
oh well, too late for me to do anything about it now, just late enough for me to go to sleep though
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that debug dont work for me either crashes when i commit
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Thank you anyway. You dedication kicks ass as it is.
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Yay I got a mission working! But only for a few seconds :(
(I think it crashed as soon as I moved the joystick)
But I found a bug. :)
The weapon effects look kinda wrong. ;)
http://img169.exs.cx/img169/7558/screen00673wj.jpg
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Wow , i 'm impressed, it's definitively excellent for Star Trek and SW universe
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Ok, I've tried the warp build.
It has the same bug but it works.
Here are some more bugs:
Satanas jumping out. Looks retro ;)
http://img208.exs.cx/img208/5269/warp3wo.jpg (BTW I'm using the EFF warp effect.)
And the thruster code seems to need some tweaking.
http://img208.exs.cx/img208/5932/thurster12ro.jpg
http://img208.exs.cx/img208/4594/thruster23jv.jpg
http://img208.exs.cx/img208/2464/thruster33mc.jpg
(The second one looks quite cool somehow. Like beam effect.
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engine trails...
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I use OpenGL and the fighter-explosion Boom build CTD's when I push the COMMIT button on any mission.
As for the standard Warpball one (3-16-05) -- -the effect does not look like your screenshots whatsoever...it is a static ray-ball that expands and contracts JUST AFTER the main warp funnel shrinks to nothingness.
Unless that's what you wanted. But it doesn't look "right" to me. It looks the same in D3D...main funnel shrinks to nothing and secondary rayball suddenly expands and then disappears.
EDIT: Just a moment, I just realized that the screenshots on Page 1 were taken from a much further distance than i have been viewing subspaces here...ill go check. BTW: I'm also using that enhanced EFF warp effect.
EDIT 2: Yeah, it still looks the same, any distance. It does not look anywhere NEAR what those screenshots look like in coolness.
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Bob's builds are more or less D3D only....
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DaBrain: I checked it in D3D: It looks just as bad on my system. It simply looks like a 2D blast flare effect sizes up and down, there's none of this directional flaring I see in the screenshots.
I like the effect, but it is apparently not cross-system compatible...
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This ****ing rocks.
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I also have the problem where it only flares up when the warp hole closes, but i think that looks friggin awesome because the warphole closes and then you just see this big flash. Same for opening.
You guys should try this in OGL, especialy bob, it looks very cool IMO.
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Explosions look cinematic. Gotta reinstall my Freespace to try this thing out. Good work :yes:
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there shouldn't be any diference between d3d and OGL, it doesn't use any API code, it's all high level.
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Is anyone else having trouble downloading the .zip? :doubt: