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
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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?
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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.
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I always thaught that was the sheild going up as it exited subspace.
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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.
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we could do an intersection of the model with the warpin plane and deposit particles.
or
look up projective textureing.
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Projective texturein would probably work the best here.
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Out of curiosity, what exactly is projective texturing/what does it do/how does it work?
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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.
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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......
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then someone should place suns in those missions
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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.
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Yeah, those ambient light bars need to be enabled! In subspace things should be blue!
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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.
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doom3 has that shimmery heat effectwhen in the hell levels (or anywhere else theres fire), how do they acomplish that?
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Fancy pixel shaders
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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. ;)
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that would be nice effect for engines :nod:
Except we are in teh middle of space
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Realism < Graphics < Gameplay
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Originally posted by redmenace
that would be nice effect for engines :nod:
Except we are in teh middle of space
Subspace distortion. :nervous:
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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.
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Actually, TAP could use some new warp effects... albeit the white phase on the subspace window that eminates from the ship...
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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