Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on May 30, 2004, 08:56:31 pm
-
ok, currently we're reverting to the old STL code to render jump nodes, this makes then the slowest rendered thinig in the entier game, one jump node in mission costs my ATI Radeon 9800 pro 10 fps, despite being nothing but an extreemly low poly un textured _wire frame_. so I need someone, or someones, to make a good new jump node model, a new model is needed becase, as odd as this sounds, it actualy would be extreemly complicated to get the old node model working, and I'm not going to go through the unnesisary complication, just for jump nodes (if untextured wire frames were used any ware else I'd think about it, but there not).
so you have the following limitations:
*the new node must be entierly made out of triangles, if it isn't the model reader will make it so, and it won't look like it's suposed to.
*it must be textured, give it a 1X1 green if you have to, but it must be textured, you have the option of giveing it something more complex though if you'd like and I think that could be cool
*fully smooth shade it, we're useing Index buffers now so I don't want to waist any band width, seeing as this is just going to be used for rendering, you don't have to use PCS if you don't know how to get it to do full smooth shadeing.
here is a build with a simple sample node (http://freespace.volitionwatch.com/blackwater/node.zip)
-
Why not just take the pof, put it into 3dmax, and use the lattice modifier on it?
-
becase I wanted to give people an opertunaty to make a cooler looking node model that would become standard issue for SCP releses
-
A Cooler looking node? :wtf: It's a HUD projection - it's not supposed to look cool - the current one looks just about exactly right IMO.
-
bob: great idea.
-
Originally posted by Black Wolf
A Cooler looking node? :wtf: It's a HUD projection - it's not supposed to look cool - the current one looks just about exactly right IMO.
He means the Subspace Vortex at the end of every mission.
-
Wrong.
He indeed means the node model.
-
Fascinating. I can think of tons of ideas for this *EDIT:No i can't!*...one of which being simply a sphere with wireframe green edges...I always thought that a wireframe sphere might be more interesting than your standard jump node...
...or, go for the Babylon 5 look and make straight-looking green wireframe gates =)
Or a gigantic smiley face.
Um...I'm stumped...LOL. Out of ideas already atm, ill get back to you :)
-
Asking for the FREDders here, does this mean it'll be possible to change the color of the jump node to represent its 'status' in the story?
-
eh..mmm, no...
is that something that a lot of people realy realy want?
-
well, if you're gonna make it a model, may as well give it model features right? although I imagine it'll just be one big glow map for the whole model so it doesn't ever get effected by light sources ;)
-
Dude, no. The wiremap is exactly how it's supposed to be. Don't **** with the node model.
:p
-
Originally posted by Bobboau
eh..mmm, no...
is that something that a lot of people realy realy want?
I haven't heard anyone ask for it, but I can remember a mission or two that involved an unstable jump node stabilizing. It'd be a nice touch IMHO. :)
-
heyyyyy now there's an idea. Glow map the relevant sections (if its still going to be a wireframe), so make it looks extra nice. I never even though of that, its such a no brainer.
-
Dont map the node model at all. That would be pointless and ugly. Keep it to wireframes.
-
no, ugly would be a node model that's effected by lighting because you decide to make it out of a mesh... it's supposed to be a HUD overlay, not something actually floating out there in space... and as a HUD overlay, it needs to glow
-
The nodemap IS, WAS and will always BE a model.
Still, this does not affect the way its rendered.
-
Originally posted by Lightspeed
Dont map the node model at all. That would be pointless and ugly. Keep it to wireframes.
I alway wanted to see glowing lines in FS2.
This could be done by giving the node textures, aswell as all the other lines.
Like this:
(http://www.ystart.net/upload/20040604/1086369463.jpg)
The texture would look like this:
(http://www.ystart.net/upload/20040604/1086369770.jpg)
Alway turned to the viewer.
-
Originally posted by DaBrain
I alway wanted to see glowing lines in FS2.
This could be done by giving the node textures, aswell as all the other lines.
Like this:
http://www.ystart.net/upload/20040604/1086369463.jpg
The texture would look like this:
http://www.ystart.net/upload/20040604/1086369770.jpg
Alway turned to the viewer.
What happened to Sticks' (IIRC) 'overburn' effect?
-
No, just leave it all alone...
-
jdj: mean the node? It's costing us 10 FPS at least.....
Icefire: merged it with the code, code got fubared, rolled code back, waited for 3.6.......
-
Originally posted by aldo_14
What happened to Sticks' (IIRC) 'overburn' effect?
Yeah, it's cool, but not for all things that are on the screen ;7
-
Originally posted by kasperl
jdj: mean the node? It's costing us 10 FPS at least.....
Icefire: merged it with the code, code got fubared, rolled code back, waited for 3.6.......
No, I mean the changing it around partand making it look different... fix it, but don't make it glow or anything
-
if your going to make it a modal, let the moder descide which one to use. I thought that was the goal of FSO.
-
Originally posted by Bobboau
becase I wanted to give people an opertunaty to make a cooler looking node model that would become standard issue for SCP releses
Why would anyone want a cooler looking node? It's simply a HUD display that shows the pilot the position and boundaries of the node. How cool it looks is irrelevant.
-
Originally posted by Woolie Wool
Why would anyone want a cooler looking node?
Because it would look, well, cooler? :p
I'd like to see someone make an ordinary node model though...
-
i'd like to see what people come up with before i pass judgement.
-
look it's a technical issue, the model has to be made out of triangles the exsisting one isn't a new one is needed, it's a HUD display, wooptie, I guess that somehow makes no one make any evaluations of it on terms of asthetics, becase by some law of he universe if they did all matter within a fourty kilometer radius would colapse in on there heads.
we _NEED_ (need: the state of requiering, non optional, must happen) a new one, I figured I would give people a chance to make a new one that looks better, if were going to make a new one, why not try to make it look cooler/better?
why are people fighting this like it's some sort of important thing?
-
Because they like the old one and don't want it changed to something else? 'Cause, you know, it wouldn't really be Freespacey?
I say make a new node, but keep it the same as the old one.
-
the nodes from fs1 and fs2 look totaly diferent, I'm asking from something that would fit in with the level of diversity shown as cannon
and it can't look exactly the same becase as I said, the old one is mad eout of sevral more than 3 sided polygons, and that's a no.