Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DaBrain on August 04, 2005, 06:33:49 am

Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 06:33:49 am
The old thread title was kinda embarrassing... ;)
That and the fact that I didn't know who was talking about which effect anymore. )

Please do not ask anything about the first effects here. Use the old thread.


Ok, the current status:

The frames are done, the mapping is complete. -> Everything is done, but I've two smaller problems.
The mapping isn't perfect for some reason. It has small seams.
(First shot)

The next problem is more serious. It won't play all frames. It just stops playing them. :(
I think the model animation is over before all effect frames were played. Maybe I can fix that with the ships.tbl.

(http://img52.imageshack.us/img52/9229/screen27584dw.jpg)

(http://img52.imageshack.us/img52/5259/screen27260gr.jpg)

(http://img87.imageshack.us/img87/4520/screen27689sd.jpg)

(http://img52.imageshack.us/img52/3647/screen27383mh.jpg)

(http://img52.imageshack.us/img52/5975/screen27422pg.jpg)

(http://img52.imageshack.us/img52/598/screen27438lx.jpg)

(http://img52.imageshack.us/img52/2174/screen27446am.jpg)

Thanks to ImageShack for Free Image Hosting (http://imageshack.us)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Rott3 on August 04, 2005, 07:28:37 am
:jaw: Who cares about the problems. I know i wouldn't give a damn for the errors. Those explosions are so good, you should release them now.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Primus on August 04, 2005, 07:32:09 am
*worships DaB* :D Those are awesome. :yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Fineus on August 04, 2005, 07:47:37 am
Oh dear god. You sir, have talent.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Kie99 on August 04, 2005, 07:50:14 am
:jaw: Those are beautiful!  Is it just me or is anyone else unable to see any mapping errors?
Title: 3d shockwave stage two (IMG heavy!)
Post by: Galemp on August 04, 2005, 09:22:50 am
Willikers.

Is that, like, genuine firey glowy goodness I see?!
Title: 3d shockwave stage two (IMG heavy!)
Post by: Falcon on August 04, 2005, 09:40:40 am
Nice looking shockwaves... :yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Psychonaut on August 04, 2005, 09:41:32 am
Ah DaBrain. You always say, that your abilities are to weak and that you need help in fixing major problems of your wothless creations. And in the next second you impress the whole community with the next step forward to FSO.

Man, all you need help in is raising your self-esteem    ;) ;)


VERY VERY NICE WORK. KEEP IT ON!!!:yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 09:43:43 am
Quote
Originally posted by kietotheworld
:jaw: Those are beautiful!  Is it just me or is anyone else unable to see any mapping errors?


You have to view the first shot at full size.

The seam is only one pixel broad.



BTW those shots are from the super-high-end version for 256 MB cards on GF 6800 GT or Radeon X800 Pro/XL level.

(1024² * 159 frames = effective res 2048²)

The 512² version won't look much different though.

I'll create a low res version too. 256²
It  should look as sharp the the first effect. (4 tiles = effective res 512²).

;)

Maybe the animation stoped because my 128 MB card ran out of memory. I'm converting the 512² version now. I hope it will work better.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Jetmech Jr. on August 04, 2005, 09:57:39 am
Quote
Originally posted by DaBrain


BTW those shots are from the super-high-end version for 256 MB cards on GF 6800 GT or Radeon X800 Pro/XL level.


So in other words, they'll work fine on mine, then? Oh, goody. :D
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 10:09:01 am
Well, I hope so... ;)

I can hardly calculate that. It weird. The 512² version performs better of course, but the first time it's displayed there is a huge frame drop...


It still won't show all frames. :(


Edit: Hmmm, limit for EFF frames... I hope that's not the problem...
:nervous:

No, has to be something else. It's displayed longer for some cap ship explosions.


Edit2: I've tested it. The 512² version looks almost like the 1024² version. If you the the memory on your card, you should use the high end version, if not, never mind. It's no big loss. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Kie99 on August 04, 2005, 10:10:46 am
I thought that was a deliberate part of the effect.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 11:11:27 am
Ok... this is really really strange...


There seems to be a frame limit (99 frames), so I've cut out every second frame.

It works now... but there is a new problem. Well, see for yourself.
The animation has 80 frames now (... not smooth enough anymore... :( ) an 80 frames are set in the EFF file.

It just shows me all images I have in the maps folder after the animation.

(Everything is fine...)
(http://img56.imageshack.us/img56/3762/screen28421fb.jpg)

(What the...? :wtf:  Nooo!)
(http://img56.imageshack.us/img56/3378/screen28495qk.jpg)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Rott3 on August 04, 2005, 11:14:49 am
It looks quite funky
Title: 3d shockwave stage two (IMG heavy!)
Post by: FireCrack on August 04, 2005, 02:28:52 pm
uhoh, see if decreasing amount of frames more helps...

if not, it's probably somthing you'd need an SCP guy to fix.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 03:06:18 pm
Well, I'm already on a lower ammount of frames than first shockwave had.

Maybe something screwed up during the conversion. The frames look fine, so I'll have take a more detailed look. ;)

@all
BTW if you want to fix the mapping, I'll send you the converted model and the texture.

Edit: I'd like to thank all of you for your kind words. ;)
It will take more time than I thought to release this after all. I thought I could release the effect right after the first posting, but I didn't know there were some hidden problems.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Ghost on August 04, 2005, 03:19:11 pm
What the hells is that shockwave in the last pic up there?
Title: 3d shockwave stage two (IMG heavy!)
Post by: Unknown Target on August 04, 2005, 03:28:18 pm
Looks like it's the Ulysses texture. The third screenshot in DaBrain's post is definately my background now :)
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 03:32:32 pm
Quote
Originally posted by Ghost
What the hells is that shockwave in the last pic up there?


Uhm... I call it "the reason for the release delay". ;7

To be honest, I've no idea why this happened.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Taristin on August 04, 2005, 03:34:44 pm
Those seams you have are because you need to pull the boundaries of the UV map inward. The effect you're getting is because the edges of the UV snippet are extending past the boundaries of the image, and are displaying the black portion from what would be the left side. (I hope this is understandable)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Black Wolf on August 04, 2005, 03:38:55 pm
Quote
Originally posted by Galemp
Willikers.

Is that, like, genuine firey glowy goodness I see?!


Is that genuine, glowey Galemp I see? Where'd you spring from?
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 04:08:17 pm
Quote
Originally posted by Raa
Those seams you have are because you need to pull the boundaries of the UV map inward. The effect you're getting is because the edges of the UV snippet are extending past the boundaries of the image, and are displaying the black portion from what would be the left side. (I hope this is understandable)


Ok... I didn't really understand it, but it's fixed now. ;)


I've no idea how to fix the other bug. The maps (frames) that appear after the actual animation are not the files from the maps folder, but maps in the memory. (and glowpoint maps...)

What maps are displayed depends on the player ship. If I use the Ulysses, the Ulysses map and glowpoints appear. If I use the Ares the Aeolus appear.

It's very strange and I'm pretty sure it's a code bug.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Taristin on August 04, 2005, 05:04:43 pm
Quote
Originally posted by DaBrain


Ok... I didn't really understand it, but it's fixed now. ;)
 


Ok. Hopefully, this'll help you.  Notice how UVing works? While it may normally seem that you are working within the constraints of a single image's borders, it is not that way at all.

The number 1 represents how the image is tiled.

See the green rectangle? Where it overhangs off the edge of the tile? When a peice of UVing overhangs off the edge of the image, it is, essentially, looping over to the begining again. (see the green triangle?)

Now imagine that the blue pie-slice-shaped section is your shockwave's UV selection. If it goes too far over to either the right, or the left, it will, in essense, do just as the green corner did from the green rectangle. Which is why you had the seams. Those seams were the edge of the orange tile abruptly ending, and the begining of the next tile (the same map) which I assume is black.

Understand?
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 06:59:42 pm
Yeah, that's what I figured out.

My main problem is to find the right buttons in the mapping software. ;)


I didn't understand what you ment with the posting before your last posting, but I was able to figure out what to do on my own.
(Yeah, now I feel proud... a bit. :) )

(http://img187.imageshack.us/img187/4859/uvpower1pz.jpg)
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 04, 2005, 07:49:51 pm
Test release

I need someone to test this. Maybe this will help some coders to find a bug in the code, or it will help my to find a problem with my PC/FS2.

It works best with OpenGL. I got absolute perfect performance with OpenGL. No frame drops. Also this weird bug doesn't appear every time.

But please test OpenGL too.

Note: This is a test release. Unless everything works fine, you should consider to wait. The timing of the shockwave is not very good. I'm still working on the tables. Ah, and I had to delete 50% of the frames...

If you got performance problems, please tell me your system specs.

You should use the newest build (by Goober).

Test release download (Link removed. Please download the second release on the next page)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Psychonaut on August 05, 2005, 04:35:51 am
The shockwave don´t work for me. I´ve tested it in OGL and D3D. It produces the same problem you described above. A huge shockwave (very huge) and some strange flickering with some semi-transparent ship-textures right after the effect. I´ve tried the shockwave.pof from your prior release, but that looks really weird. I´m not really into this stuff, but maybe it has something to do with the .pof??

Sorry, that i can´t help.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 05, 2005, 05:50:11 am
The old *.pof won't work. It has a different UV map.

Thanks for the testing. I don't think it has anything to do with the pof, but I'll test that.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 05, 2005, 06:10:09 am
It works fine without the animation.

I think I know the problem now. It's the code change WMCoomlon made. Looks like the animation doesn't have enough frames to work with that correct.

I'll try to add some frame, so the animation has as much frames as the old one had. That should fix it.


Edit: Yeah, that fixed it... now the problem is the timing is pretty much off... hmmm dunno what to do about it. Deleting every second frame is ok, but it's not ok, how it is now.

Edit2: Happy happy. ;)

(http://img351.imageshack.us/img351/2720/screen29711wq.jpg)

(http://img351.imageshack.us/img351/6716/screen29726hd.jpg)

(http://img351.imageshack.us/img351/3120/screen29733wr.jpg)


Edit3:

Test release 2

Test release 2 download (http://www.game-warden.com/starfox/Non_SF_related_stuff/sw3d_test2.rar)
(With better table.)
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 05, 2005, 07:02:20 am
The frame issue just has to do with WMCoolmon's slight drinking problem.  All of the developers have tried to help him with this but we haven't really had any luck.  I'm planning to get with his family and get them involved.  Hopefully that will be enough to convince him that he does have a problem and to seek help.  Friends can only do so much.

* eagerly awaits WMC's response :drevil: *


Seriously now...

If you were running a debug build it would have been hitting an Assert() from bmpman.  Basically the change WMC made to keep the glowmap in line with the shockwave progress had it going over the actual number of frames.  This is also why you were seeing a ship texture sometimes.  Easy to fix though so no big deal.  I'll commit it when I get back in front of my workstation later this morning.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 05, 2005, 07:44:11 am
Still, I'd like to thank WMCoolmon for his help. Without his help, the shockwave effect wouldn't have worked for another few months. ;)


I guess I should run debug builds when I have a problem. ;7
Sounds logical, but I forgot it. :doubt:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Kie99 on August 05, 2005, 08:13:50 am
I've got a problem with this shockwave.  This is all that happens, after this effect flares up, then goes down again, nothing happens.
(http://img.photobucket.com/albums/v517/kietotheworld/screen0014.jpg)
(http://img.photobucket.com/albums/v517/kietotheworld/screen0015.jpg)
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 05, 2005, 08:17:02 am
Oh, I see the problem. Wait a minute.

Edit: Ok, delete all shockwave stuff and redownload the test release 2. I've replaced the rar.

It should work fine.

This was just a small naming error. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 05, 2005, 09:07:23 am
Quote
Originally posted by DaBrain
Still, I'd like to thank WMCoolmon for his help. Without his help, the shockwave effect wouldn't have worked for another few months. ;)

You'll get no argument from me on that.  He's definitely worth his weight in, um, something.  He'll laugh at the intervention joke or hate me for it but it's just a private joke that I haven't played out yet (you'll have to read the CVS commit logs a few months ago to get the joke anyway).  ;)

Quote
I guess I should run debug builds when I have a problem. ;7
Sounds logical, but I forgot it. :doubt:

It does help, especially for mission designers, but I don't think it really would have given you much insight into this particular problem.  You would have known that there was a problem but it wouldn't have helped us fix it any better.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 05, 2005, 05:50:07 pm
Uhm... just a question to you guys. Does the second release work correct?
Title: 3d shockwave stage two (IMG heavy!)
Post by: Turambar on August 05, 2005, 06:31:23 pm
it kinda slows me down a little, but this is on my new laptop, i'll try it at home later, see how it works and let you know

im using the 7-28 build
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 05, 2005, 07:18:26 pm
Laptop cards often havn't got much video ram. I bet that's the problem.

Shared memory is pretty slow, so if the card runs out of memory, it could cause a slow-down.

Well, don't worry, I'll release an effect that looks pretty good and uses less ram than the stock shockwave. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Kie99 on August 05, 2005, 08:02:19 pm
The Second release works fine for me, no noticeable slowdown..
Title: 3d shockwave stage two (IMG heavy!)
Post by: FireCrack on August 05, 2005, 09:05:07 pm
I experienced slowdowns ith your old 2d shockwaves, but this one runs great!
Title: 3d shockwave stage two (IMG heavy!)
Post by: AqueousShadow on August 05, 2005, 10:08:29 pm
Man. Anyone else thinking that one of his shockwaves should be the new splash screen?
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 07:02:36 am
Quote
Originally posted by kietotheworld
The Second release works fine for me, no noticeable slowdown..


Quote
Originally posted by FireCrack
I experienced slowdowns ith your old 2d shockwaves, but this one runs great!


:)

Some good news.


The second relaese should work fine. You can all download it if you want to. I just didn't want anybody to dowload a not-working release.

But I'm still waiting for the code fix, so I can release the full frame version.
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 06, 2005, 07:18:25 am
Quote
Originally posted by DaBrain
But I'm still waiting for the code fix, so I can release the full frame version.

The code is fixed in CVS.  It was part of the way it determined the frame to show.  It previously based this on the default shockwave animation so the number of frames was based on that rather than what was actually used by the POF.  This made it go over the true number of frames, or it got restricted to that wrong frame count.

We just need a new build now.  I'll try and PM you a link to one later today for testing.  I'm not going to publicly release it since I don't have time to deal with any new problems but it will help you work out any final details for the effect until Goober or WMC releases something.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 08:10:05 am
Ok, alright. Sounds good. ;)

BTW I don't know what you did to the OpenGL mode, but it runs a lot better then D3D. :yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: MetalDestroyer on August 06, 2005, 01:43:59 pm
Wouaw and Wouaw !!! I 'll try it later ^^
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 01:54:06 pm
well, i got them working, but it's not much of a shockwave... i think they're too small...
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 02:56:56 pm
The shockwave is really big... Well, I think you should post screenshot to show me what you're talking about.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 02:57:56 pm
i'm about to do that. :D
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 03:13:16 pm
aha... it's not the shockwave's size, the animation's been reversed.

(http://img77.imageshack.us/img77/7849/screen00137eg.jpg)

btw, would it be possible to have the shockwave positions randomize themselves? :)

[EDIT] hey, i got the same error kietotheworld did. :wtf:
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 03:19:20 pm
The animation was reversed? No...that can't be...

Can you see the shockwave moving into the explosion, or is it just a flare without an noticeable shockwave?
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 03:19:46 pm
a flare with no shockwave.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 03:25:34 pm
Read kietotheworld's last posting and my answer. Maybe you should redownload the effect.

It's important you delete all files. It won't work if you use the old model, eff or frames.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 03:26:10 pm
i deleted everything and started over.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 03:33:41 pm
Very odd. It's just a glow map. It should work if other glowmaps work for you...


Did you by any chance copy the frames into the /effects folder?
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 03:34:02 pm
no, everything's where it should be.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 03:38:36 pm
Run a debug build and see if this happens:

Quote
Originally posted by taylor
If you were running a debug build it would have been hitting an Assert() from bmpman.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 03:57:00 pm
I got a BMPMan from the debug build saying it's loading the frames and everything, but that's it. also, my computer managed through a slowdown to show me that the little flarey part (look in pic) is the one that expands, not the ring itself.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 05:11:04 pm
I have no idea how to fix it... I don't get it at all.
Sorry. :sigh:
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 07:18:57 pm
Ok, the next build release will have a fix for the frame count problem.

I've just tested the build taylor sent me and it works perfect even with the 159 frame animation. (BTW it looks sweet!) (... wait 100+ animation... I guess I should run from the coders ;7 )

On the other had I noticed there is still a seam in the effect. Looks like I didn't 100% fix the mapping.

(http://img315.imageshack.us/img315/3756/screen29915us.jpg)

Sorry Raa, I guess I was a bit overbearing. :doubt:
Well, how can I sure I've fixed it? It look 100% fine in Lith.


Well, I'll work on the final release. It should be ready when the next FSO build is released. :)
Title: 3d shockwave stage two (IMG heavy!)
Post by: BlackDove on August 06, 2005, 07:22:51 pm
By the way.

FRAPS please.

I will never have a computer like yours, so I'd like to see it in full motion please.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 06, 2005, 07:34:29 pm
Ok, I'll take a short clip tomorrow.

And BTW my PC isn't very great. I think it's good, but not that good. ;)


Athlon XP-M 2500+
1,5 GB Ram (I work with images, so that's important)
Geforce 6800LE 128 MB (Slower than the 6600 GT)



Don't worry. I'll release a super-cool looking shockwave for low-end PCs tomorrow. Less memory intensive than the stock effect, but way cooler. :nod:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 07:37:59 pm
AWESOME! i have to wait a while until i can get a card with enough RAM (damn thing is $130 and there's only one store in town that has it) to use these things. :sigh:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Turambar on August 06, 2005, 08:28:51 pm
my laptop has 1 gb RAM and 128 mb video RAM (Radeon x600 mobile), but ill try new builds n stuff

Edit: BTW, i'm kinda slowly easing myself back into FS2,
im starting college next year, and i want the game that i play to be the game that i have to work on (maybe i wont play so much)

(im going to North Carolina State University, im majoring in Physics, for those of you that care)
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 06, 2005, 08:32:24 pm
@DaBrain:  Yeah, less frames would make me happier.  The effect is pretty nice so overall it works but when you start having multiple shockwaves using different glowmaps we're probably going to start having bmpman problems again.  I think that pretty much all of the bugs from the big bmpman upgrade have been worked out though so I'm a bit more relaxed on the whole slots usage thing (except for those 3 210 frame glowmaps in TBP which I still haven't cooled down enough to politely complain about yet :mad2: ).  I'm a bit more annoyed about the default shockwave and memory usage from that right now though so frame counts aren't the big deal for me that they may be otherwise.  :)

And it would probably be a good idea to use a different filename for the textures just to avoid having a conflict with the default 2d version.  Maybe use shockwave01g for the gold version, etc.  You may have decided on that already but I thought I'd mention it anyway.  And I am going to go ahead and fix the memory problem in CVS so the next public build will give you that wasted memory back and a few more bmpman slots to play with.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 06, 2005, 08:36:22 pm
actually, if you include the tables, there won't be any conflict. i didn't get any. :D
Title: 3d shockwave stage two (IMG heavy!)
Post by: ChronoReverse on August 06, 2005, 09:59:24 pm
Quote
Originally posted by DaBrain
Geforce 6800LE 128 MB (Slower than the 6600 GT)



Hrm, if it's an AGP one (I'm certain that's what you have since you have an AthlonXP), you could try to do a softmod (easy as clicking a few buttons and checkboxes in Rivatuner) to unlock pipes.  While unlikely to unlock to 16 pipes (6800GT) 12 (6800NU) is quite common.

Some 6800LEs overclock really well too (can push further than 6600GTs in general).  Because the memory bus is 256bit instead of 128bit, a lower clock for a 6800LE is equivalent to a higher clock for a 6600GT.  For instance, my 6800LE can overclock to 430/930 without breaking a sweat.  Default memory speed of a 6600GT is 1000MHz, even assuming a great overclock up to 1300MHz memory, it doesn't compare.  I only have working 12 pipes though so no 6800GT for me =/



Oh, and that shockwave looks incredible :eek:
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 06, 2005, 10:15:41 pm
Quote
Originally posted by Cobra
actually, if you include the tables, there won't be any conflict. i didn't get any. :D

That's because bmpman/model_load() handles model texture maps differently than they do normal graphics, like the default shockwave animation.  It will only load texture maps from data/maps/ rather than looking everywhere.  You'd have to have a pretty screwed up VP package to get it to ever load the model textures wrong.  That's what the name change would prevent though since it would be easier to tell that shockwave01.tga was supposed to only be a texture and shockwave01.ani/eff was supposed to only be an effect if the names were a bit different.  This is more for packager convenience rather than to avoid code related problems.
Title: 3d shockwave stage two (IMG heavy!)
Post by: MetalDestroyer on August 07, 2005, 03:28:59 am
Quote
Originally posted by DaBrain
Ok, the next build release will have a fix for the frame count problem.

I've just tested the build taylor sent me and it works perfect even with the 159 frame animation. (BTW it looks sweet!) (... wait 100+ animation... I guess I should run from the coders ;7 )

On the other had I noticed there is still a seam in the effect. Looks like I didn't 100% fix the mapping.

(http://img315.imageshack.us/img315/3756/screen29915us.jpg)

Sorry Raa, I guess I was a bit overbearing. :doubt:
Well, how can I sure I've fixed it? It look 100% fine in Lith.


Well, I'll work on the final release. It should be ready when the next FSO build is released. :)


Hum, is it the same released file you give to us in page 2 ??
Or is it a new released for the 100+ frame animation ?
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 07, 2005, 06:17:00 am
Quote
Originally posted by taylor
And it would probably be a good idea to use a different filename for the textures just to avoid having a conflict with the default 2d version.  Maybe use shockwave01g for the gold version, etc.  You may have decided on that already but I thought I'd mention it anyway.  And I am going to go ahead and fix the memory problem in CVS so the next public build will give you that wasted memory back and a few more bmpman slots to play with.


No, I didn't think about this, but it's a great idea. I'll rename the frames for the final release

Quote
Originally posted by ChronoReverse



Hrm, if it's an AGP one (I'm certain that's what you have since you have an AthlonXP), you could try to do a softmod (easy as clicking a few buttons and checkboxes in Rivatuner) to unlock pipes.  While unlikely to unlock to 16 pipes (6800GT) 12 (6800NU) is quite common.

Some 6800LEs overclock really well too (can push further than 6600GTs in general).  Because the memory bus is 256bit instead of 128bit, a lower clock for a 6800LE is equivalent to a higher clock for a 6600GT.  For instance, my 6800LE can overclock to 430/930 without breaking a sweat.  Default memory speed of a 6600GT is 1000MHz, even assuming a great overclock up to 1300MHz memory, it doesn't compare.  I only have working 12 pipes though so no 6800GT for me =/



Oh, and that shockwave looks incredible :eek:


Ok, my 6800LE is completly unlocked and the memory is overlocked in 3d mode. ;)

Quote
Originally posted by MetalDestroyer


Hum, is it the same released file you give to us in page 2 ??
Or is it a new released for the 100+ frame animation ?


This is the 159 frame animation. (Not the high-end variant though)

It works pretty well for me. No frame drops even though the old 2d shockwave is still being loaded into memory.

Quite a success. The animation looks incredible smooth. I like it a lot. :)
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 07, 2005, 08:11:21 am
I took two clips for people who will never see this in-game.

Note: The compression is horrible and I wasn't able to play in 1024*768, because the fps go down too much when I take a clip.
You got the shots, so you can imagine how sharp the effect really is.  ;7

Clip 1 (http://www.game-warden.com/starfox/Non_SF_related_stuff/3dshockwave_preview1.rar)

Clip 2 (http://www.game-warden.com/starfox/Non_SF_related_stuff/3dshockwave_preview2.rar)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Fenrir on August 07, 2005, 02:00:19 pm
That's sweet looking! Lots better than the first "fire" one.

And you must have a really low ambient light setting. I'll have to try that out for myself, too.
Title: 3d shockwave stage two (IMG heavy!)
Post by: BlackDove on August 07, 2005, 03:51:29 pm
Quite the ass kickery. Thanks DaB
Title: 3d shockwave stage two (IMG heavy!)
Post by: MetalDestroyer on August 07, 2005, 04:03:21 pm
Dab, can you slowdown the shockwave ani ??
I ask this, because we don't have enought time to admire it, and, having a very fast shockwave animation make the explo unrealistic.

I don't know if it's me or not, but with this new ani, the shockwave is faster than the first released.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 07, 2005, 04:10:40 pm
Clip 1: :jaw: (although it looks like it was stolen out of star wars... :nervous: )

Clip 2: Eh, not bad, but do the double shockwaves have to be there? personally, i think it looks better with just one. :)

[EDIT] AHA! i think i know what my problem is. when i was watching the 2nd clip, i noticed that flary thingy at the start of the shockwave (see my pic), and then the shockwave burst out. it seems that's not happening for me.
Title: COOL
Post by: Primus on August 07, 2005, 04:38:02 pm
OMG! :eek: The waves are awesome. :yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: aldo_14 on August 07, 2005, 04:46:29 pm
Cool, but how come the clip1 has the energy/afterburner bars screwed up?
Title: 3d shockwave stage two (IMG heavy!)
Post by: mikhael on August 07, 2005, 04:57:49 pm
those are kind of cute.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 07, 2005, 04:58:26 pm
cute? :wtf:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Roanoke on August 07, 2005, 05:00:49 pm
Wow, that just looks ace.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 07, 2005, 05:25:00 pm
Quote
Originally posted by MetalDestroyer
Dab, can you slowdown the shockwave ani ??
I ask this, because we don't have enought time to admire it, and, having a very fast shockwave animation make the explo unrealistic.

I don't know if it's me or not, but with this new ani, the shockwave is faster than the first released.


I'm still working on the shockwave speed. Finding a good value for each ship is pretty difficult.

The final release will have slightly slower shockwaves.

Quote
Originally posted by aldo_14
Cool, but how come the clip1 has the energy/afterburner bars screwed up?


Yeah, it looks like that at 800*600.
Non-standard modes still won't work perfect, but 1280*1024 works a lot better. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Psychonaut on August 07, 2005, 05:34:57 pm
Release it! Release it! ;-)

BTW: Do you plan a modified ships-tbl for TBP? That would be great.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 07, 2005, 07:06:27 pm
It's not even sure wether TBP will use it, or not.

No offical released build works correct with the final version.

The next build should support it. TBP would be forced to use that build, or 3.6.7 for the next release.

We'll have to test the compability of this build. If it works 100%, the effect could be in the next core release.
 
Anyway, I hope I can complete the FS2 tables tomorrow.
Title: 3d shockwave stage two (IMG heavy!)
Post by: mikhael on August 07, 2005, 07:07:33 pm
Quote
Originally posted by Cobra
cute? :wtf:

Yes. Cute.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Scuddie on August 08, 2005, 01:04:37 am
That was... *gulp* amazing, man.

Yes, that effect looks so much better live.  However, the fact that it looks like two parallel planar shockwaves was kind of a put-off.  Do you think there's a way to fix that?
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 08, 2005, 06:51:32 am
I've two choices:

1. A single planar shockwave. All torpedo shockwaves will hit the player directly and look very flat.

2. A single shockwave with volume. It won't have any glow effect, but hard edges. If you get hit by it directly you'll see the inner part of if.


I think both choices are worse than the current state.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 08, 2005, 01:59:50 pm
heh, well, from the looks of it, i gues double shockwaves are a-ok then. :D

anyway, i took a look at the DDS files in order, and there doesn't seem to be anything wrong with them, other than the fact that it looks like there's something missing. is the EFF the animation?
Title: 3d shockwave stage two (IMG heavy!)
Post by: Psychonaut on August 09, 2005, 04:47:43 pm
Hi, now that taylors 0807 Build comes to the community (see it on babylon 5 ;) ) you should really release the (i call it) full frame version of the shockwave. I can´t wait to see it (live) in action.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Fenrir on August 09, 2005, 06:27:34 pm
Link's here if you want it:
http://icculus.org/~taylor/fso/willrobinson/20050806-win32r.rar

I don't have a clue why this hasn't been posted in the Recent Builds forum. As such, I don't know exactly what changes have been made, but the build is lightning fast and has only crashed on me once so far.
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 09, 2005, 07:41:12 pm
Quote
Originally posted by Psychonaut
Hi, now that taylors 0807 Build comes to the community (see it on babylon 5 ;) ) you should really release the (i call it) full frame version of the shockwave. I can´t wait to see it (live) in action.


... I've posted this in the TBP forum, because the 3.3 release needs this feature. I wanted the TBP staff to test it.

Well, somehow (Mr. Fury... :wtf: ) the link found it's way out of the internal.

taylor told me there is no support from his side for this build.

I'll try complete a full scale release for PCs with differnt specs tomorrow. (It's 2:39 PM here right now.) Maybe in 10-15 hours.
But there is something important in my RL tomorrow, that might interfere. ;7
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 09, 2005, 07:42:23 pm
hey, DaB, can you check to see if anything's missing from the release rar? :)
Title: 3d shockwave stage two (IMG heavy!)
Post by: Fenrir on August 09, 2005, 07:59:29 pm
Well, if we're not supposed to use it, I'll readily stop.
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 09, 2005, 09:52:08 pm
Quote
Originally posted by Fenrir
Well, if we're not supposed to use it, I'll readily stop.

I don't have a problem if you use it.  If I did I wouldn't have put it in a public directory.  I just don't have any time to support it so I didn't post it as a recent build.  If you have problems with it then the chances that I'll care are pretty much zero.  I'll probably make a note of any reported issues but I probably won't acknowledge them (unless it's OGL or shockwave related).  Everything in that build is in CVS now so the next recent build will have all of the same stuff in it.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Fenrir on August 09, 2005, 09:57:55 pm
Oh, that's good, because I instantly regretted it when I said I'd stop using it. It the most stable and speedy one I've used.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 09, 2005, 11:06:58 pm
i got this error in the debug build.

Warning: Attempted to load a shockwave twice!
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Shockwave.cpp
Line: 675
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    shockwave_level_init()    game_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e814c7()
------------------------------------------------------------------

:wtf:

on a side note, the shockwaves kinda worked, but they were really small and i saw them for like a split second.
Title: 3d shockwave stage two (IMG heavy!)
Post by: taylor on August 10, 2005, 12:07:43 am
Quote
Originally posted by Cobra
i got this error in the debug build.

I fixed that one in my build.  Whenever Goober releases a new build it will be fixed there too.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 10, 2005, 12:19:59 am
IT WORKS! the shockwaves work with your build! a little choppy, but still amazing. :D

i think that the shockwaves should be slowed down a little. how about a nice, slow, dramatic shockwave? or maybe the kind of shockwave out of SW: ANH... :nervous:

hmm... methinks i should play FS2 main again...
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 10, 2005, 06:43:36 am
I still have to fix the mapping...

Well, but I've no idea how to fix it. :(

(http://img356.imageshack.us/img356/1513/swseam0zu.png)

The symetry modifier caused this...
Title: 3d shockwave stage two (IMG heavy!)
Post by: Lynx on August 10, 2005, 06:45:43 am
Agreed, it looks kind of odd to have two shockwaves sitting ontop of each other.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Psychonaut on August 16, 2005, 06:33:31 pm
Hi, any progresses? :)

I´m just interrested (and can´t wait any longer ;) )
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 16, 2005, 06:57:05 pm
me neither. can't wait until this thing is improved. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 16, 2005, 07:23:38 pm
Quote
Originally posted by Psychonaut
Hi, any progresses? :)

I´m just interrested (and can´t wait any longer ;) )


Yeah, almost done. Most ships have perfect shockwave values now.

I was just trying something else, but it didn't work. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: EtherShock on August 16, 2005, 11:08:00 pm
I personally prefer a blue shockwave (which I'm enjoying currently) but whatever you decide Brain, it'll be great! :yes: What you have already is.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Kazan on August 16, 2005, 11:51:13 pm
/agre Ether
Title: 3d shockwave stage two (IMG heavy!)
Post by: IPAndrews on August 17, 2005, 08:28:07 am
Nah. Yellow > blue.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Col. Fishguts on August 17, 2005, 08:34:36 am
Quote
Originally posted by IPAndrews
Nah. Yellow > blue.


Nah-uh. (Hyperintelligent shade of) Blue > yellow.
Title: 3d shockwave stage two (IMG heavy!)
Post by: BlackDove on August 17, 2005, 10:34:35 am
Bombs = Blue

Explosions = Yellow

Isn't that..... logical?
Title: 3d shockwave stage two (IMG heavy!)
Post by: MetalDestroyer on August 17, 2005, 12:09:31 pm
No, i have better, Explosion == Mix between Blue and Yellow/Orange :crazy:

The Yellow/Orange part is only for the border, and the blue one for the core.
Title: 3d shockwave stage two (IMG heavy!)
Post by: aldo_14 on August 17, 2005, 12:10:23 pm
What, green?
Title: 3d shockwave stage two (IMG heavy!)
Post by: EtherShock on August 17, 2005, 12:14:44 pm
Jeez, look what I've started. Whatever, as long as it looks awesome, which it does.
Title: 3d shockwave stage two (IMG heavy!)
Post by: MetalDestroyer on August 17, 2005, 12:25:46 pm
I'm just Kidding :p
Title: 3d shockwave stage two (IMG heavy!)
Post by: EtherShock on August 17, 2005, 12:38:55 pm
Oh I know you all are. ^_^
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 17, 2005, 12:44:20 pm
I think most people don't have enough gfx ram for two of these effects. (The includes me. ;) )

I thought about adding a small, suble and simple shockwave for fighters though. Might look nice.  ;)

Stay tuned, I don't want to release anymore unfinished packs, so the next one has to be perfect.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Cobra on August 17, 2005, 12:45:24 pm
ahhh, another perfectionist. ;)

great to hear though! :yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: Ulala on August 17, 2005, 02:18:19 pm
Quote
Originally posted by DaBrain
I think most people don't have enough gfx ram for two of these effects. (The includes me. ;) )
 


I personally wouldn't mind if you released a high-end shockwave. My 6800gt could always use a lil exercise. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: ChronoReverse on August 17, 2005, 02:55:17 pm
It's not GPU power that's the problem, it's GPU memory.  All the FS2_open effects eat up tons.  128mb cards definitely can't take it, 256mb cards are starting to be used up and few people have 512mb cards.
Title: 3d shockwave stage two (IMG heavy!)
Post by: Kazan on August 17, 2005, 03:04:22 pm
yeah... fs2 open = MEMORY HOG

and most of the artists aren't even ATTEMPTING to be memory efficient
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 17, 2005, 03:29:48 pm
Quote
Originally posted by ChronoReverse
It's not GPU power that's the problem, it's GPU memory.  All the FS2_open effects eat up tons.  128mb cards definitely can't take it, 256mb cards are starting to be used up and few people have 512mb cards.


It's not only the memory size, but also the memory bandwith. A Radeon 9600  or a Geforce FX 5600 will have problems with this effect, even if they have 256MB ram.

@Ulala A 6800 GT shouldn't have a slightest problem with even two of these effects.

Actually I don't know how to use an alternative shockwave though... It's no problem in the weapons.tbl. But I don't know how to change it in the ships.tbl.

I'm trying to figure it out now. ;)

Quote
Originally posted by Kazan
yeah... fs2 open = MEMORY HOG

and most of the artists aren't even ATTEMPTING to be memory efficient


Hmm, are you talking about a spefic artist? :nervous:

;7
Title: 3d shockwave stage two (IMG heavy!)
Post by: Psychonaut on August 17, 2005, 03:56:11 pm
Maybe you are looking for this?

by Taylor
_______________________________
If you want to use the 3d pof shockwaves 02 and 03 then you'll have to not use "$Impact Explosion:" and instead use "$Shockwave Model:" (with .pof ext and after where the shockwave speed is specified). If you don't specify an impact explosion then none will be used. The default 20050103 build isn't going to work worth a crap with the 3d shockwaves though so it will have to be T-20050807 which has most of the 3d shockwave worked out.
--------------------------------------------------------------------------------------

Found it in the Babylon test thread.

Guckst Du hier:

http://www.hard-light.net/forums/index.php/topic,34428.0.html
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 17, 2005, 04:59:05 pm
Yeah, I found it right before you posted it... Oh, man. ;)

I've created a new model for the fighter shockwave and found a way to fix the seam problem for sure.
:nod:

This problem was driving me crazy, so I'm pretty happy right now. ;)

Edit: Statisfaction found an early end:
Code: [Select]

Error: Could not initialize hudparse.cpp as ships were not inited first.
File:D:\src\fs2_open.testing\code\hud\hudparse.cpp
Line: 997
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Damn, I did it again. I broke the pharser. :mad:

Edit2: Works now. ;) I'm pretty impressed. ;)
Title: 3d shockwave stage two (IMG heavy!)
Post by: MetalDestroyer on August 17, 2005, 05:01:18 pm
Does it include the Explo from TBP 3.2 ??
Title: 3d shockwave stage two (IMG heavy!)
Post by: aldo_14 on August 17, 2005, 05:05:20 pm
Quote
Originally posted by Kazan

and most of the artists aren't even ATTEMPTING to be memory efficient


?
Title: 3d shockwave stage two (IMG heavy!)
Post by: EtherShock on August 17, 2005, 09:41:43 pm
I only have a 64MB card. u_u
Title: 3d shockwave stage two (IMG heavy!)
Post by: Ulala on August 17, 2005, 11:03:39 pm
2.4 ghz, gig of ddr ram, 256mb geforce 6800 gt.. you know what to do DaBrain. :D  I'm excited to see what you've come up with. :yes:
Title: 3d shockwave stage two (IMG heavy!)
Post by: DaBrain on August 19, 2005, 12:29:38 pm
I took down all test releases and previews since I hit the Game-Warden FTP limit again. :nervous:

Well, I think it's no porblem because the final version has been released now, so don't ask for the old links.

Final release:
http://www.hard-light.net/forums/index.php/topic,34618.0.html