Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Jetmech Jr. on June 20, 2005, 05:51:02 pm

Title: Subspace Shimmer Effect
Post by: Jetmech Jr. on June 20, 2005, 05:51:02 pm
By subspace shimmer, I mean the way the Lucifer, in the Endgame and FS1intro cutscenes, has a blue/white shimmer like effect appearing on its hull as it leaves subspace.

Is it possible to have this sort of effect applied to all ships as they leave Subspace?
Title: Subspace Shimmer Effect
Post by: AqueousShadow on June 20, 2005, 06:13:13 pm
You could probably have the subspace model spew some stuff around the center right? But it might not work like you intend it to for some ships...especially on how their sizes vary. You'd have to make a spew according to the shape of a ship as it enters the warp...now that's pretty hard AFAIK even with on-the-fly scaling.

And think about a Sath. It's four claw arms wouldn't get the spew if the rest of it's body did.
Title: Subspace Shimmer Effect
Post by: FireCrack on June 20, 2005, 06:15:10 pm
I always thaught that was the sheild going up as it exited subspace.
Title: Subspace Shimmer Effect
Post by: WMCoolmon on June 20, 2005, 06:17:10 pm
You'd have to determine the length of the ship and then project it onto the intersection point of the wormhole plus the proportion of the length of the ship. You might also have to do some fancy scaling/repeating work to make it look nice.

The closest thing I can think of to it would be env mapping, but I doubt you could sectionally apply the texture to the ship very easily.
Title: Subspace Shimmer Effect
Post by: Bobboau on June 21, 2005, 07:47:23 pm
we could do an intersection of the model with the warpin plane and deposit particles.

or

look up projective textureing.
Title: Subspace Shimmer Effect
Post by: FireCrack on June 21, 2005, 09:05:23 pm
Projective texturein would probably work the best here.
Title: Subspace Shimmer Effect
Post by: Unknown Target on June 21, 2005, 09:37:10 pm
Out of curiosity, what exactly is projective texturing/what does it do/how does it work?
Title: Subspace Shimmer Effect
Post by: FireCrack on June 21, 2005, 11:08:09 pm
Projective texturing is umm.. hard to describe without an analogy.

Basicly (and this is how it gets it's name) imagine a projector (like a proxima, TV projector) shining onto what you want to be projectively textured, ofcourse in the virtual world you cna have some advantages, like a 0 degree feild of view for low distiorion.

Imagine making an avi file of the warp shimmer and using a projector to project it ont the lucifer as it leaves subspace.
Title: Subspace Shimmer Effect
Post by: Kosh on June 22, 2005, 01:49:57 am
I have my ambient lighting turned down real low and I would like to see something other than a black sillouette (sp?) in subspace missions......
Title: Subspace Shimmer Effect
Post by: Bobboau on June 23, 2005, 08:01:57 pm
then someone should place suns in those missions
Title: Subspace Shimmer Effect
Post by: WMCoolmon on June 24, 2005, 12:10:26 am
Ambient lighting is not a fix for bad mission design or bad monitor settings. It should really be settable in FRED rather than command line, IMHO.
Title: Subspace Shimmer Effect
Post by: FireCrack on June 24, 2005, 01:49:09 am
Yeah, those ambient light bars need to be enabled! In subspace things should be blue!
Title: Subspace Shimmer Effect
Post by: Kosh on June 25, 2005, 02:36:26 am
Quote
Originally posted by WMCoolmon
Ambient lighting is not a fix for bad mission design or bad monitor settings. It should really be settable in FRED rather than command line, IMHO.



:wtf: What does my monitor setting have to do with anything? I have it set low in the command line. I think it makes the glowmapping stand out. :)

What I meant was that if the subspace shimmer effect was implementated, then I could actually see stuff in subspace without having the exit back out to the desktop to fiddle with the command line.
Title: Subspace Shimmer Effect
Post by: Nuke on June 25, 2005, 04:49:41 am
doom3 has that shimmery heat effectwhen in the hell levels (or anywhere else theres fire), how do they acomplish that?
Title: Subspace Shimmer Effect
Post by: Sticks on June 25, 2005, 10:30:01 am
Fancy pixel shaders
Title: Subspace Shimmer Effect
Post by: Kosh on June 25, 2005, 09:42:31 pm
Quote
Originally posted by Nuke
doom3 has that shimmery heat effectwhen in the hell levels (or anywhere else theres fire), how do they acomplish that?



Skillz. ;)
Title: Subspace Shimmer Effect
Post by: redmenace on June 25, 2005, 09:51:18 pm
that would be nice effect for engines :nod:

Except we are in teh middle of space
Title: Subspace Shimmer Effect
Post by: FireCrack on June 25, 2005, 10:54:00 pm
Realism < Graphics < Gameplay
Title: Subspace Shimmer Effect
Post by: WMCoolmon on June 25, 2005, 11:14:16 pm
Quote
Originally posted by redmenace
that would be nice effect for engines :nod:

Except we are in teh middle of space


Subspace distortion. :nervous:
Title: Subspace Shimmer Effect
Post by: Nuke on June 26, 2005, 03:36:39 am
Quote
Originally posted by FireCrack
Realism < Graphics < Gameplay


demends on what yoyu look for in games, not everyone goes for game play. some people play games for artistic elements, and some play games to do things they cant normilly do. it doesnt mean games should be made with one or two elements in mind, totally rejecting another. gameplay and realisim dont always have to be oppisites, they can co-exist. graphics can exist regaurdless of the others. i perfer engines that can run effietently when needed, but can look much better as hardware allows.
Title: Subspace Shimmer Effect
Post by: Grug on June 26, 2005, 07:39:16 am
Actually, TAP could use some new warp effects... albeit the white phase on the subspace window that eminates from the ship...
Title: Subspace Shimmer Effect
Post by: FireCrack on June 26, 2005, 03:29:13 pm
Quote
Originally posted by Nuke


demends on what yoyu look for in games, not everyone goes for game play. some people play games for artistic elements, and some play games to do things they cant normilly do. it doesnt mean games should be made with one or two elements in mind, totally rejecting another. gameplay and realisim dont always have to be oppisites, they can co-exist. graphics can exist regaurdless of the others. i perfer engines that can run effietently when needed, but can look much better as hardware allows.


That was meant in terms of the focus that should be put in any area, and as well as being focused on the sci-i genre. If you're gonna say "No sound in space" well, you lost my vote.


Realy in terms of sacrificing A for B