Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on March 31, 2011, 12:49:47 pm
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So.. with the possibility of using modelled thrusters again I made some thruster ANIs to use instead of the tiny retail ones!
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/thruster030014.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/thruster020000.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/thruster010000.jpg)
http://www.mediafire.com/?em91deb6vg302u0 (http://www.mediafire.com/?em91deb6vg302u0)
For now, put them in freespace/data/effects and run with nomods because modelled thrusters are disabled in the MediaVPs.
Now these won't fix bad thruster cones (which is the case for most retail ships, sadly). In the ship lab, you can also hit Tab to see the afterburner varients.
I recommend viewing these via Ursa, Thoth, and Basilisk as their thruster cones are horridly mapped and distorted.
This thread is NOT about IF modelled thrusters should be used in the MediaVPs.
Don't test me... I'll get Zacam in here SO fast...
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Those look cool, specially the terran blue one.
When you say run with no mods you mean with retail-stuff right?
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Those look cool, specially the terran blue one.
When you say run with no mods you mean with retail-stuff right?
Yup.
Also, I forgot to mention that these are 100% tile-able and loop perfectly. (I mention it because that was no small feat for this kind of animation!)
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And now I'm wondering how did you pull something like that, I need to clear my mind...
Awesome work, will test it this weekend.
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Looks like the engine flame effects used on the Battlestars in Diaspora.
In other words, sexy.
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Looking forward to modeled thrusters on the assets! I bet they'll look fantastic.
Also, the flames are too thick.
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Looking forward to modeled thrusters on the assets! I bet they'll look fantastic.
I'm not, but we're not supposed to talk about that. :doubt: (There have been some good points made in the Medusa thread regarding this, actually, so I'm not particularly worried :))
The anis look fine, for what it's worth.
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They look good, but I'd like to see how Mediavps thruster cones will be modelled.
Right now, I think that I prefer the current way of making thrusters, which took a bit of creative liberty.
These look just like retail anims, just of higher quality.
Also, they're only half of what's needed to make modelled thrusters look good, the cone itself also must be well modelled (and most likely more complex than those seen in retail).
Of course, I'd have to see how they look in game on a thruster modelled specifically for them (on retail cones, they're, IMHO, inferior to current ones).
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In any case, as these are elements that exist in the Retail VP's, we would be (and have been) significantly remiss to not offer an upgraded version of them.
So, enjoy that they are here and that they are usable and see what the future holds for how and where when it happens.
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Um.. wut?
You think this...
(http://i282.photobucket.com/albums/kk264/mjnmixael/temp1.jpg)
(that's full size by the way)
looks better than this?
(http://i282.photobucket.com/albums/kk264/mjnmixael/thruster010000.jpg)
To each their own I guess... :doubt:
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Nope, I think that your anis just upgrade retail effects. Bitmap thrusters (what MVPs currently use) vastly differ from retail style (which I consider a good thing here).
Perhaps my wording wasn't the best, I meant that when your effect is applied to retail cones, it doesn't look as good as bitmap thrusters currently used by Mediavps.
Of course, modelling new thruster cones could change that.
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I think they look pretty cool aside from the mesh not being up to par. Thing I don't like is how intense the thrusters are from behind. Is this something that could be changed with tables to get a more subtle effect?
(http://thumbnails36.imagebam.com/12613/fe01fa126129956.jpg) (http://www.imagebam.com/image/fe01fa126129956)
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What am I supposed to be looking at in that pic? I don't see any thruster cones at all.
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Exactly. I'm asking if the effect can be turned down. :banghead:
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Exactly. I'm asking if the effect can be turned down. :banghead:
That's the engine glow, which was in retail and has always been horribly large. Hell, I wonder what the modeled engines would look like turned off.
Nope, I think that your anis just upgrade retail effects. Bitmap thrusters (what MVPs currently use) vastly differ from retail style (which I consider a good thing here).
Perhaps my wording wasn't the best, I meant that when your effect is applied to retail cones, it doesn't look as good as bitmap thrusters currently used by Mediavps.
Of course, modelling new thruster cones could change that.
Well obviously we're going to be remodeling thruster cones, that isn't rocket science...
I will say that I do disagree about the retail cones looking worse than the thruster sprites currently in use, which look pretty terrible.
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I will say that I do disagree about the retail cones looking worse than the thruster sprites currently in use, which look pretty terrible.
The clipping issues are the biggest problem. Not even glowpoints have that issue.
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I'd really love to see what could be done with the whole modeled-thruster concept when you mix together these great hi-res textures, some hi-poly models, and some sort of arcane shader magic or other. I'd imagine the results could easily top the current sprites. :)
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I've always found the modeled thrusters were superior to the little points of light that came with the mediaVP. The big modeled ones feel more substantial, like there's a powerful action-reaction going on.
Um.. wut?
You think this...
(http://i282.photobucket.com/albums/kk264/mjnmixael/temp1.jpg)
(that's full size by the way)
looks better than this?
(http://i282.photobucket.com/albums/kk264/mjnmixael/thruster010000.jpg)
To each their own I guess... :doubt:
Bigger doesn't necessarily mean better, mjn.mixael. Let's get a shot of each one in action,then decide.
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Bigger isn't the only thing incredibly obvious in those shots... look at the sheer level of detail..
If you want to see them in action, download them (see first post) and try them yourself. I shouldn't have to hold peoples hands and post shots of everything, especially for assets that should be seen in motion.
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All right then, both More Detailed and Bigger don't mean better.
I'm sorry that I haven't tried them out for myself. I'm up north and I don't have the resources to test them. I guess I'll wait then.
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:wtf:
So... now I'm curious, what DOES mean better to you?
If it were you're job to create new thruster ANIs, what would you do to meet your (apparently) elusive version of better?
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It's not like I don't like what you did to them, but I think that the very concept you started off ( :v: anims) isn't very good and I prefer bitmap thrusters. For instance, Vasudans currently use orange, rocket-like thruster bitmaps, while your anim looks energyish and is lemon-yellow. I prefer the former, the creator took a bit of creative liberty, but here, it's a good thing IMHO. Also, your anims are much less diverse than current Mediavps thruster bitmaps (they look like they're all recolored versions of one anim, while Mediavp bitmaps don't).
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It's not like I don't like what you did to them, but I think that the very concept you started off ( :v: anims) isn't very good and I prefer bitmap thrusters. For instance, Vasudans currently use orange, rocket-like thruster bitmaps, while your anim looks energyish and is lemon-yellow. I prefer the former, the creator took a bit of creative liberty, but here, it's a good thing IMHO. Also, your anims are much less diverse than current Mediavps thruster bitmaps (they look like they're all recolored versions of one anim, while Mediavp bitmaps don't).
Dragon, this is NOT a comparison to current MediaVP thruster bitmaps. I said that in the first post. Lay off.
If you want to talk about that, go start a thread or even a poll. Get out of my thread if that is going to continue to be your purpose here.
Now, the retail ANIs are all using the exact same effect with a different 'seed', however all 3 races use the EXACT same afterburner ANI. Mine are different. Heck if anyone would take time to download and actually VIEW that ANIs you would see how they look pretty different from the retail versions. They are quite a bit more energetic. You would also see that the three (like retail) are using the same effect but essentially a different 'seed'. I thought that to break from that would be to break from lore because all three races have always had similar thruster exhaust.
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Up close, they indeed are different, but in game, this becomes less noticable.
I know that all races always had similar thruster effect, but that's exactly what I don't like about them. IMHO, they should be more diverse, these races never met each other and yet, they have similar thrusters. One of the changes I always liked was changing lemon yellow Vasudan thrusters into orange and orange Shivan thrusters to deep red.
Of course, I would still like to see how your effects will look on improved thruster cones.
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No way, they DO look different, the problem is that the truster cones are THE SUCK.
old:
(http://img25.imageshack.us/img25/8331/oldrz.jpg)
new:
(http://img843.imageshack.us/img843/144/newmyy.jpg)
I didn't see any changes when engaging the afterburner, that's because those are not included or I just didn't notice the difference?
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You didn't notice the difference, check in the Ship Lab.
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I don't know how to use the shiplab, but when I engaged the afterburner they looked all the same, maybe the glow kept me from seeing the changes.
I'll give it a shot later on.
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F3 on mainhall.
Hit tab to alternate between AB effects and regular. (Works even on ships without afterburners)
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Oh, now I see :yes: