Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: redsniper on April 01, 2007, 04:46:28 pm

Title: 2d version of DaBrain's Super Shockwaves
Post by: redsniper on April 01, 2007, 04:46:28 pm
As I've said before (http://www.hard-light.net/forums/index.php/topic,45314.msg923876.html#msg923876), I prefer 2d shockwaves since they seem somewhat spherical, as opposed to the 3d shockwaves in adveffects, which are flat and get displayed at any angle. I've taken the Super High End shockwave textures, rendered the animation in Blender so as to get a whole circle, converted the resulting bmps into dds, and packed them into a VP for your enjoyment.

DaBsSuperShockwave2d.vp (http://www.mydatabus.com/public/shogoki/z/DaBsSuperShockwave2d.vp)     :pimp:
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: TrashMan on April 01, 2007, 06:52:06 pm
100Mb? For a shockwave?
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: redsniper on April 01, 2007, 07:11:26 pm
YA RLY
About 2/5 of adveffects is taken up by the maps for the 3d shockwave.
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: Herra Tohtori on April 01, 2007, 08:12:42 pm
And the model version uses just a quarter sized map of the whole effect, I think it maps the texture to the model four times...


Which makes me think. If the UV mapping can be made to use a texture vour times to a circle shaped model, couldn't it be possible to make it so that the model tiles a 1/16th-circle texture 16 times to it?

That could severely reduce the memory usage of the high-poly shockwave. It would somewhat increase the tiling factor in the effect, but I think it could be worth trying.

For example, if the quarter-effect texture is 1024x1024, and if you changed the model to use 1/16th circle map, then you would only need a map that was 1024x408 pixels in size. Rounded up, you could use 1024x512 res texture with slightly better or same resolution but higher tiling factor. If you wanted to use 1/32nd part of a circle as a tile, you could put that to 1024x256 resolution slice of the circle.

If done right, that would slightly improve the resolution, and even despite the tiling (if it was done right) you would hardly notice it, as the effect has a radial nature anyway.

The biggest problem wouldn't be making the effect map, that could be copied from DaBrain's existing effects; the trouble would be to get the UVMap done right...
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: redsniper on April 02, 2007, 12:49:56 am
Well, I think I'll put together a 512x512 version of this, since I get massive hitches when a cruiser blows up...
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: takashi on April 04, 2007, 03:36:53 pm
yay! now i can recreate the capella cutscene right after i make these more oarnge-ish.....
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: shiv on April 05, 2007, 03:51:49 am
Any shots?
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: takashi on April 05, 2007, 02:22:22 pm
as soon as imageshack lets me upload. apparently they ran out of bandwidth.

anyway, my materials are:

modified sathanas for subspace rift
super high memory usage 3d shockwaves
cut scene model for SCv Moloch

now all i need the aleos model
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: redsniper on April 06, 2007, 04:17:53 pm
and what does that have to do with what I've done here?

Also, you don't have the cutscene model of the Moloch.
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: takashi on April 06, 2007, 05:13:50 pm
ok...so its just a moloch that a pof->cob'ed and added detail too. what it has to do? im using these shockwaves to recreate the cappella cutscene.
Title: Re: 2d version of DaBrain's Super Shockwaves
Post by: chief1983 on April 06, 2007, 09:37:12 pm
I don't know, but got a render of this detailed moloch?  Showing what you added of course.