Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DaBrain on May 22, 2005, 12:50:28 pm
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Well I always try to work on the ugliest part of FS2.
Since many parts got updated, one part that once was pretty beautiful when FS2 was released, looks now outdated.
I thought I could work a bit on the nebula poofs.
(Please view at full size.)
(http://img151.echo.cx/img151/8305/neb11uq.jpg)
(http://img151.echo.cx/img151/1295/neb23st.jpg)
(http://img151.echo.cx/img151/5977/neb32xw.jpg)
(http://img151.echo.cx/img151/5839/neb44lo.jpg)
(http://img151.echo.cx/img151/6515/neb51cw.jpg)
I'm not sure about this one, but if you like it I'll complete it and release it.
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Goodluck.
Most looks really good. Are you redoing all retail nebuleas.
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Actually I've just completed the last one. :)
(http://img163.echo.cx/img163/9536/neb69er.jpg)
(http://img163.echo.cx/img163/804/neb74gp.jpg)
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They looks much better now, good work DaBrain ;)
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Wow. They look awesome. Kudos. :nod:
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To be honest, I really hate the way FS2 does its nebula in the first place. But reworking it would be such a massive task that it's really not worth it. These look perfectly fine though - considering what you have to work with in the first place :)
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I don't notice as much difference in the blue/pinkish one, but the rest are great. I'll take them, if you release them.
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Question, could you help me tweak what ever the combo is for the atmosphere nebula? In regular fs2 it was a little thick but workable. Now when you run the Robotech mod in the SCP it is WAY too thick!!! It's like you're in one big cloud with no blue sky at all. Is there a way to thin it out more? I don't know if it is a result of a nebula pcx change or just a setting in fred. Sorry for the noobish question.
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Well, I can't help you with that very much. I'm really trying to pull of a similar effect for the SF mod....
I can only edit the poofs. The distance fog won't be affected. :(
Let us hope of a neat code change and an option in FRED.
The 'range' option didn't help me much either.
I've to check something about these poofs. Maybe I can reduce the memory usage to the half ammount. ;)
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Looks good...
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Ok, I'm done.
Try this one. It takes up less ram.
Download (http://www.game-warden.com/starfox/Non_SF_related_stuff/neb_poofs_S3.rar)
If you have any problems with that one, try the other one.
I played a bit around with the Alpha channel. I don't know if it has any effect at all, but it might look better.
Download (http://www.game-warden.com/starfox/Non_SF_related_stuff/neb_poofs_AL.rar)
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Sorry, but I can't tell the difference.
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Honestly... they look too... fiberous for my tastes.
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Originally posted by kietotheworld
Sorry, but I can't tell the difference.
The images are the same, but the game *may* use them different. If the look the same in-game, that's even better. ;)
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They have my vote. Get 'em in the next VPs! :D
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The purple poof in the first download is corrupt.
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Originally posted by FireCrack
The purple poof in the first download is corrupt.
I'll check that.
Edit: You are right. I'm re-uploading it now.
Edit2: Ok, it should work now. :)
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Can you have a nebula effect like I war 2 or X² ?
It seems the nebulaes are the same as the original.
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Nope I can't do nothing about the system. The only thing I can do is to create high-res textures for the poofs.
But still, I think X² has worse nebulas.
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I thought X2's nebulas looked terrible.
These look a lot better than the old graphics, nice work DaBrain.
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definatly belongs in the adv_effects vp.
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Shots 2 and 3 really make the poofs shine.
Actually all those first shots except the 1st one make the nebula seem more gaseous, less seamless, less clippy. Good work :yes:
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is it possible to make one big poof? i'm sick of seeing like 400 poofs in a nebula everytime i do a roll. >_<
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That's not texture issue. that's a software issue. The game does it without caring what you want.
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they look too...do this:
go into photoshop, make a 256x256 image, and render clouds.
now, make a 512x512 image, and render clouds. now scale the 512x512 down to 256x256. compare. the 2nd one is more "compact". more details in a smaller space.
that's how yours look more compact than the originals, and therefore do not looks close enough to the originals to put in the media VP.
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I didn't want them too look too much like the stock effects.
[V] was too limited in size and colors by the engine. It was time to evolve in both directions.
But If you add too many details, you'll end up seeing the layers. They need to flow into each other. (Well, in an optical way. ;) )
I tried a few things.
So you need to use very small details (like the kind of detials I've used), which get only visible as soon as they're really close to the player. That's all I can do to trick the engine. It's a bit like an additional layer, though it's only a static effect.