Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Taristin on May 02, 2004, 10:04:11 am

Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 10:04:11 am
Here's the latest, and greatest files you need for Freespace Subspace.

>>The meshes are smooth, and there are now lights at both ends of the path!

Oh, and... err... I fixed it so that subspace travels in the right direction. :nervous:

>>Edit: Tiling Fixed.
Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 10:05:00 am
Here's a shot. It needs better maps now.  :)
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 02, 2004, 10:09:33 am
Better maps are underway. Theyll jump in any minute :p
Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 10:10:23 am
Excellenté!
Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 10:11:42 am
THIS POST IS FOR TOPACE:

Though the screenshot says 32 fps, it was, in reality, ~60 with the Lucifer on screen also. So Don't Worry! :)
Title: Because the subspace thread got too big...
Post by: Sheepy on May 02, 2004, 04:55:09 pm
did you forget to post the screen?
Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 04:56:22 pm
Can you not see the second post? :wtf:
Title: Because the subspace thread got too big...
Post by: jdjtcagle on May 02, 2004, 05:00:21 pm
Here is Carl's Maps (http://swooh.com/peon/jdjtcagle/subspace.zip)
Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 05:06:26 pm
I'm awaiting LS's.
Title: Because the subspace thread got too big...
Post by: jdjtcagle on May 02, 2004, 05:09:45 pm
Ok, thought you might be interested. :D
Title: Because the subspace thread got too big...
Post by: Taristin on May 02, 2004, 05:39:51 pm
If I don't see anything from LS in a day or so, I'll use Carls.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 03, 2004, 06:33:54 am
Have fun with Carl's then. I have school pretty much the whole afternoon today, then I gotta finish a physics report for tomorrow which will again take half of my afternoon - plus I gotta revise for an english exam tomorrow, and a maths exam on friday.

Life sucks.
Title: Because the subspace thread got too big...
Post by: Setekh on May 03, 2004, 07:09:31 am
Quote
Originally posted by Lightspeed
Better maps are underway. Theyll jump in any minute :p


:ick::ha: :lol:

Looking awesome, Raa. That's a fantastic improvement. :nod:
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 03, 2004, 07:13:50 am
Their subspace drive has been malfunctioning, and they'll have to wait for Alpha One to clear their way. :p
Title: Because the subspace thread got too big...
Post by: Fineus on May 03, 2004, 08:24:00 am
Riiight ;)

Oh, one question...is there any way we can apply glow mapping to the maps of the current subspace? Might look neat...
Title: Because the subspace thread got too big...
Post by: Taristin on May 03, 2004, 11:10:19 am
Give it a try. The maps are noise01 and noise01b
Title: Because the subspace thread got too big...
Post by: Bobboau on May 03, 2004, 11:15:49 am
that would be pointless, there fullbright, the textures applyed now are glowmaps already
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 03, 2004, 11:21:55 am
Quote
Originally posted by Bobboau
that would be pointless, there fullbright, the textures applyed now are glowmaps already
Title: Because the subspace thread got too big...
Post by: Taristin on May 03, 2004, 11:33:46 am
Oki. Didn't know. (Nor really care for that matter, I don't use PS so much.) Anywho, anyone feel like tweaking something else easy like that?
Title: Because the subspace thread got too big...
Post by: Bobboau on May 03, 2004, 11:42:09 am
I'm just wondering what people think there going to get by glowmapping something that isn't lit, this isn't the first time something like this has been mentioned (I seem to recal people asking for glowmapped weapons, ect...)
Title: Because the subspace thread got too big...
Post by: Antares on May 03, 2004, 12:53:53 pm
GLOWMAPPED TEH SUNZ PLZ!!!!1!11

:p
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 03, 2004, 02:46:38 pm
Attempt #1:

(http://www.penguinbomb.com/lightspeed/SCP/subspacetry1.jpg)

Attempt #2:

(http://www.penguinbomb.com/lightspeed/SCP/subspacetry2.jpg)

I still need to tweak a lot before it actually will look any good.
Title: Because the subspace thread got too big...
Post by: Flipside on May 03, 2004, 03:32:36 pm
Looking very very nice Lightspeed! The top one has a nicer liquid feel to it, but I'm not sure whether you would start to notice the magnification of the texture if you are heading directly left or right? Either way, they are both a massive improvement on the original!
Title: Because the subspace thread got too big...
Post by: Flaser on May 03, 2004, 03:59:21 pm
I sitll think these - along with the ones made by Carl - lack the transparent Ghosty feel of the original FS1 version.
Title: Because the subspace thread got too big...
Post by: Unknown Target on May 03, 2004, 04:11:47 pm
I like the 2nd one the most.
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 03, 2004, 04:41:03 pm
Any way to make it look like a ripple passes over the surface of the tube?
Title: Because the subspace thread got too big...
Post by: redsniper on May 03, 2004, 04:51:27 pm
not yet
Title: Because the subspace thread got too big...
Post by: Starks on May 03, 2004, 04:55:14 pm
It's still missing that creepy feeling... The maps are still kinda meh....
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 03, 2004, 05:01:18 pm
Quote
Originally posted by J3Vr6
Any way to make it look like a ripple passes over the surface of the tube?



But couldn't an ani be used for that?

No, I have no idea.
Title: Because the subspace thread got too big...
Post by: Turambar on May 03, 2004, 05:02:37 pm
GET RID OF THE BLACK!!!
Title: Because the subspace thread got too big...
Post by: Fineus on May 03, 2004, 05:22:08 pm
The trouble is it all still looks flat. Now granted it should - it's a texture on a flat model... but it doesn't really have the feel of some energy conduit or some such... the maps are right, it needs something else though.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 03, 2004, 06:23:45 pm
Well, I can only get as far as texturing i'm afraid.

But I *think* it would look cool if that flickery thing could be applied that (Bob?) someone once put into a test build for simulating 'wobbling damaged ships'.

Quote
I sitll think these - along with the ones made by Carl - lack the transparent Ghosty feel of the original FS1 version.


Flaser, you stated exactly the reason why I don't like my textures that much yet. I'm still trying to get that feeling back in, tho.

-edit: Oh, and I originally had an ANI planned but someone (Flipside?) said it didn't work so I just didnt even bother to waste my time trying :P
Title: Because the subspace thread got too big...
Post by: Ransom on May 03, 2004, 06:38:35 pm
I like both, second one maybe a little more. First one looks a bit eerier though.
Title: Because the subspace thread got too big...
Post by: Anaz on May 03, 2004, 06:43:33 pm
that second one looks unbelievably cool IMO. Keep working in that direction :D
Title: Because the subspace thread got too big...
Post by: Starks on May 03, 2004, 06:55:47 pm
Maybe a corkscrew effect? SCan someone try that?
Title: Because the subspace thread got too big...
Post by: Antares on May 03, 2004, 07:26:04 pm
Personally, I like the first one.  Has a very 'Stargate' feel to it that I'd think folks around here would appreciate. :p

The second one has a little more variety, but the bright areas look a little -too- bright to me--I'd think something like that would be distracting in a battle.  If those white regions could be toned down, and perhaps the 'light' at the end of the tunnel made to look like it was a little 'nearer', then I think we'd have a winner.

If you're shooting for a 'creepy' feeling, then lightning bolts skirting along the textures would be spiffy, but so far as I know, we can't do that.
Title: Because the subspace thread got too big...
Post by: Langy on May 03, 2004, 08:12:44 pm
I really, really like that second one. Though, a slight suggestion: Would it be possible to use that corckscrew-style mesh someone made in the old thread, or something like it? I know that there were problems with using it due to the way it rotated or something like that, and to be honest I didn't quite understand that when I read it, but I think that it should be possible to make it the inside one that does rotate with having the second mesh be just a cylinder?

What I mean is, I'd really, really like to have that awesome corkscrew effectif at all possible. As someone else said, it still looks too flat.

Anyways, that second texture looks awesome, lightwave! Maybe you could make that bright splotch a single, continous swirl? Just an idea.
Title: Because the subspace thread got too big...
Post by: DaBrain on May 04, 2004, 03:50:18 am
You should wait until we can apply 32Bit anis to the mesh...
Title: Because the subspace thread got too big...
Post by: Ransom on May 04, 2004, 04:06:50 am
I actually don't think a corkscrew effect would look good, would make it too cartoony and animated in my opinion. But I guess I'd have to see it in action.
Title: Because the subspace thread got too big...
Post by: Setekh on May 04, 2004, 04:49:17 am
I like both, but I do want to wait and see how you can refine them. Also, I'm going to wait till I see them moving in-game till I pass judgement. :D
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 05:51:33 am
Quote
Originally posted by Antares
The second one has a little more variety, but the bright areas look a little -too- bright to me--I'd think something like that would be distracting in a battle.  If those white regions could be toned down, and perhaps the 'light' at the end of the tunnel made to look like it was a little 'nearer', then I think we'd have a winner.
 


The size of the light is completely variable as you can make it big/small according to the sun placed there AFAIK.

At least the textures dont have any influence on it.
Title: Because the subspace thread got too big...
Post by: Black Wolf on May 04, 2004, 07:50:15 am
Sorry to break the train of compliments, but I'm not a fan - this looks more like a tunnel through blue earth or through some sort of liquid than an energy filled passage through another dimension IMO. The second one does a lot to fix that, but the whole thing still looks very...solid I guess.
Title: Because the subspace thread got too big...
Post by: Taristin on May 04, 2004, 07:53:17 am
Quote
Originally posted by Lightspeed


The size of the light is completely variable as you can make it big/small according to the sun placed there AFAIK.

At least the textures dont have any influence on it.


That's what I thought, too. But appearently, the 'suns' really aren't. They're thrusters. :doubt:
Title: Because the subspace thread got too big...
Post by: Taristin on May 04, 2004, 07:56:35 am
Quote
Originally posted by Langy
I really, really like that second one. Though, a slight suggestion: Would it be possible to use that corckscrew-style mesh someone made in the old thread, or something like it? I know that there were problems with using it due to the way it rotated or something like that, and to be honest I didn't quite understand that when I read it, but I think that it should be possible to make it the inside one that does rotate with having the second mesh be just a cylinder?


That mesh was ruled out because it didn't display properly. It had a problem in how polies facing away from you were rendered (or not rendered) and really looked :ick: in game. I may try to make a less-exaggerated version of that later, however. But not now.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 09:54:25 am
Latest images:

(http://www.penguinbomb.com/lightspeed/SCP/subspacetry3.jpg)

still needs a lot of work.
Title: Because the subspace thread got too big...
Post by: Singh on May 04, 2004, 09:58:43 am
too rough....too linear as well.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 09:59:41 am
linear? O.o
Title: Because the subspace thread got too big...
Post by: Singh on May 04, 2004, 10:02:13 am
too linear as in those rough lines are too uniform accross the entire thing. I dunno how, but it seems to ruin it o_O
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 10:06:00 am
You should see it in-game, that's not the issue.

The main issue is well, you couldnt have put it better, it's too 'rough'.
Title: Because the subspace thread got too big...
Post by: Urban Cowboy on May 04, 2004, 10:40:31 am
Hi all,

Long time reader, first time poster. I have to commend everyone for doing this. I don't have skills in photoediting or 3D modeling, so I doubt I could contribute much, but I've been an avid FS2 player back from its early days. Love what I've been seeing in all the threads. Played Inferno....good god...

Anyway, I've been reading the subspace threads and I think what's shown is a vast improvement over the stock effects. Some people are saying to make it more eerie and mysterious. I agree, and the above post I think is a good step.

if I remember correctly, I heard the subspace model is actually two rotating cylinders spinning in opposite directions. What if you all use the map of the cloak effect (CarL's?) on the outer cylinder and use Lightspeed's map above, I guess after it's smoothed out or whatever is planned? Just a thought.

I had another idea for the subspace effect. In the anime series 'Cowboy Bebop', they use jumpgates. The effect is really neat, as it seems like a bunch of blastlines moving at high speeds. Would that be achievable? Or would it not be as mysterious as you all would want it?

EDIT: Sorry...meant Sandwich's version...
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 10:42:47 am
It wouldnt be subspace.

And the screenies I posted actually do use 2 textures :)
Title: Because the subspace thread got too big...
Post by: Urban Cowboy on May 04, 2004, 10:47:46 am
Damn, the replies are quick...

yeah, I see that they use two textures. I was just saying that the outer one could be Sandwich's variety with the lightning ripple effect...or would that be too much?
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 10:54:58 am
I think that'd look a bit untidy :)
Title: Because the subspace thread got too big...
Post by: Taristin on May 04, 2004, 11:13:55 am
I like how Ls is making this. It has a strange feel to it. I think if it were maybe darker?
Title: Because the subspace thread got too big...
Post by: Antares on May 04, 2004, 11:15:14 am
I like the latest picture in terms of light/dark contrast.  It doesn't look quite as bright as your second attempt, which makes it easier to look at.

I agree with the others; the walls of the tunnel look too much like solid material, as if you were boring through the ground.  The effect might look better if those surfaces were smoothed, or made to look more gaseous--like clouds as opposed to water.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 04, 2004, 01:26:43 pm
My intention was to give it a liquid-ish feel, but I agree i'll have to fiddle around with it a bit still...

The walls indeed look a bit too solid, that's one of my main problems.

I'll just give the textures a few more goes in PSD, and see what comes out of it.
Title: Because the subspace thread got too big...
Post by: Fineus on May 04, 2004, 01:44:40 pm
Perhaps if it rippled more, the water effect might be improved.
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 04, 2004, 01:56:36 pm
Deep large ripples would look cool, if that was possible.  Ones that came from the front and flowed towards the back.  Not all the time, but once in a while.  Consider it like a distortion?
Title: Because the subspace thread got too big...
Post by: Fineus on May 04, 2004, 02:09:13 pm
Say... speaking of ripples... is there any way to make it "pulse" from one end to the other from "behind" you to "infront of you"? To create the impression that energy of some kind of surging from one end to the other.. sort of like the currents of a tide...
Title: Because the subspace thread got too big...
Post by: Turambar on May 04, 2004, 02:12:37 pm
If you want me to consider any of it an improvement, get rid of the black!!  When i think energy/dimensional tunnel thingy, i see bright swirling colors WITHOUT BIG BLACK BLOTCHES!!!
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 04, 2004, 02:23:34 pm
Quote
Originally posted by Kalfireth
Say... speaking of ripples... is there any way to make it "pulse" from one end to the other from "behind" you to "infront of you"? To create the impression that energy of some kind of surging from one end to the other.. sort of like the currents of a tide...



Kalfireth, that's exactly what I was talking about!!!  Thanks for putting it in a way that actually makes sense :p
Title: Because the subspace thread got too big...
Post by: karajorma on May 04, 2004, 02:34:18 pm
Quote
Originally posted by Urban Cowboy
Long time reader, first time poster. I have to commend everyone for doing this. I don't have skills in photoediting or 3D modeling, so I doubt I could contribute much, but I've been an avid FS2 player back from its early days. Love what I've been seeing in all the threads.


Don't be too sure. :) Lots of people here have said pretty much the same thing and then gone on to do great things for the community.

Besides even playtesting is worthwhile as long as you report bugs. I'm sure you could to that :) All you have to do it play the game and note carefully when something goes wrong :)

Anyway
:welcome:
Title: Because the subspace thread got too big...
Post by: Taristin on May 04, 2004, 02:37:17 pm
Bobbaou!

Can you implement that D3 style damage thing again? The one that makes the mesh warble? Just for the subspace pof?
Title: Because the subspace thread got too big...
Post by: Fineus on May 04, 2004, 02:38:11 pm
Jeez... he's right, that might just work! Slow it down and it could be perfect for it.
Title: Because the subspace thread got too big...
Post by: Taristin on May 04, 2004, 03:02:28 pm
It was Lightspeed's idea. I'm just voicing it.
Title: Because the subspace thread got too big...
Post by: Carl on May 04, 2004, 03:39:09 pm
well this isn't right. no, no this isn't right at all.

(http://img36.photobucket.com/albums/v109/Carltheshivan/698fb108.jpg)

and see the white blob to the far left? that's the end of the tunnel glow.
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 04, 2004, 03:56:12 pm
It looks like the tunnel was spitting out a loogie.
Title: Because the subspace thread got too big...
Post by: DaBrain on May 04, 2004, 04:19:09 pm
Can you add another mesh in the tunnel ?

I would like to see an (fake) glare effect. Somehow like this:

(http://www.8ung.at/dabrain/subspacetry3.jpg)
Title: Because the subspace thread got too big...
Post by: Turambar on May 04, 2004, 04:31:28 pm
thers STILL BLACK SPLOTCHES!!!!

GET RID OF THEM!!!
Title: Because the subspace thread got too big...
Post by: DaBrain on May 04, 2004, 04:34:50 pm
This is a (25 sec) mockup. Only wanted to show what I had in mind.
Title: Because the subspace thread got too big...
Post by: Starfighter on May 04, 2004, 04:40:44 pm
Quote
Originally posted by DaBrain
This is a (25 sec) mockup. Only wanted to show what I had in mind.


You all need your models to be transparant! that will get the black squares of death to go away transparant textures are good but the model itslef is transparant! thats why you can see the backgrounds in subspace, and for me it's a must have feal!
Title: Because the subspace thread got too big...
Post by: Gregster2k on May 04, 2004, 06:38:01 pm
I wonder what happens if you combine a skyboxed mission with a subspace one...(runs off to grab OpenGL Fred2 happily)

basically i want to know if I can set a NORMAL mission backdrop or even a skybox "outside" the subspace tunnel, so that the tunnel is transparently superimposed over that background. With a few modifications to the subspace textures, i could then theoretically make a good attempt at the Star Trek Warp Speed Effect (multicolored streaky lines plus normal starfields, faster in center, slower at edges)....
Title: Because the subspace thread got too big...
Post by: Carl on May 04, 2004, 06:41:36 pm
Quote
Originally posted by Turambar
thers STILL BLACK SPLOTCHES!!!!

GET RID OF THEM!!!


the black splotches are empty space. without them you couldn't see the other layer very well.
Title: Because the subspace thread got too big...
Post by: Turambar on May 04, 2004, 06:45:38 pm
i don't care, all i want is to not see black splotches.  and this "other layer" better not be black!
Title: Because the subspace thread got too big...
Post by: JarC on May 04, 2004, 07:21:11 pm
Quote
Originally posted by Carl
well this isn't right. no, no this isn't right at all.
[(pic)
and see the white blob to the far left? that's the end of the tunnel glow.
:lol: you too eh?...mine chickened out too...:sigh:
Title: Because the subspace thread got too big...
Post by: JarC on May 04, 2004, 07:35:21 pm
Quote
Originally posted by Lightspeed
Attempt #1: (pic)
Attempt #2: (pic)


I like #1 best, at first glance it gives the best impression of a wavey surface...but then the ripple spoils it...the second is to bright...or better...too much white...
Title: Because the subspace thread got too big...
Post by: Ransom on May 04, 2004, 07:55:45 pm
I like the improvement, but I agree it still looks too solid.

Turambar: If the black splotches are removed it would just look like you're going through a tunnel of weird looking water, not like subspace. I think it looks better with them anyway.
Title: Because the subspace thread got too big...
Post by: Taristin on May 04, 2004, 08:52:53 pm
GTC Lucifer, eh Carl?
Title: Because the subspace thread got too big...
Post by: Carl on May 04, 2004, 08:57:37 pm
of course.




well, it was a fenris, but i changed it to a lucifer, and didn't bother to change the class. it's just a test mission.
Title: Because the subspace thread got too big...
Post by: Sesquipedalian on May 04, 2004, 09:51:40 pm
I think the main reason that the new versions of the subspace tunnel look to much like solid walls is not the fault of the maps.  I think it has to do with the higher rate of tiling along Raa's new pofs.  These screenies were taken using the original noise01a and noise01b maps:

Original subspace pofs:
(http://www.3dap.com/hlp/hosted/scroll/misc/oldsubspacepof.gif)

Raa's new subspace pofs:
(http://www.3dap.com/hlp/hosted/scroll/misc/newsubspacepof.gif)

Notice that on the new pofs, the walls look much more solid.  If the number of times the texture is tiled on the Raa's new pof could be reduced, it would help a lot to fix the "solid wall" effect.
Title: Because the subspace thread got too big...
Post by: Fineus on May 05, 2004, 02:44:04 am
Quote
Originally posted by Turambar
thers STILL BLACK SPLOTCHES!!!!

GET RID OF THEM!!!

Mod it yourself then, nobody else seems to find them an issue :)
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 05, 2004, 04:07:35 am
Quote
Originally posted by DaBrain
Can you add another mesh in the tunnel ?

I would like to see an (fake) glare effect. Somehow like this:

(http://www.8ung.at/dabrain/subspacetry3.jpg)


nice edit of my image. I was trying to get something like that to work as well, but it doesn't - the texture is tiled too much.

Plus, i'd need a third mesh, something I dont have :doubt:

I'll work on it some more today and see what I can come up with.
Title: Because the subspace thread got too big...
Post by: Fineus on May 05, 2004, 05:27:18 am
Out of interest, does the game render the "normal" space box as well as the subspace model when you're playing subspace missions? It strikes me that if it does and you never see it, this outer box could be modified to be a low poly black box, or even removed, so that the subspace model itself could be as detailed or could run as smoothly as possible... not to mention the possilibity of adding other model aspects to the subspace model in place of the lost "normal" space box.

Just a thought...
Title: Because the subspace thread got too big...
Post by: DaBrain on May 05, 2004, 05:48:50 am
Quote
Originally posted by Lightspeed


nice edit of my image. I was trying to get something like that to work as well, but it doesn't - the texture is tiled too much.

Plus, i'd need a third mesh, something I dont have :doubt:

I'll work on it some more today and see what I can come up with.


The third mesh (to place in the inside), shouldn't be moving.
And it should have an untiled, single texrure.


BTW, are you able to add glowpoints to the model ?
That would look awsome. But the should never touch the model.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 05, 2004, 07:54:08 am
Quote
Originally posted by DaBrain


The third mesh (to place in the inside), shouldn't be moving.
And it should have an untiled, single texrure.


BTW, are you able to add glowpoints to the model ?
That would look awsome. But the should never touch the model.


While the first part makes sense and would certainly look cool i'm quite puzzled at what the second thing should mean.

glowpoints? :wtf:

I don't quite see how they'd help anything there.
Title: Because the subspace thread got too big...
Post by: Setekh on May 05, 2004, 08:16:03 am
Quote
Originally posted by Turambar
i don't care, all i want is to not see black splotches.  and this "other layer" better not be black!


:wtf: Dude, this subspace is no more black than the normal subspace. If you want a new version with no blackness, you should make one for yourself. :yes:

Quote
Originally posted by Urban Cowboy
Hi all,

Long time reader, first time poster. I have to commend everyone for doing this. I don't have skills in photoediting or 3D modeling, so I doubt I could contribute much, but I've been an avid FS2 player back from its early days. Love what I've been seeing in all the threads. Played Inferno....good god...


A belated welcome to HLP then, Urban Cowboy. :) I'm just overjoyed to see more people who enjoy the game come out of the woodwork and get involved with the community. It's a beautiful thing, when everyone is coming together and enjoying making this game better. :nod:

:welcome:
Title: Because the subspace thread got too big...
Post by: karajorma on May 05, 2004, 08:28:37 am
Quote
Originally posted by Lightspeed
glowpoints? :wtf:

I don't quite see how they'd help anything there.


From what I read on the other thread the Subspace model has glowpoints at both ends of the tunnel.
Title: Because the subspace thread got too big...
Post by: Taristin on May 05, 2004, 08:34:09 am
Quote
Originally posted by Sesquipedalian

Notice that on the new pofs, the walls look much more solid.  If the number of times the texture is tiled on the Raa's new pof could be reduced, it would help a lot to fix the "solid wall" effect.


That's an easy fix. I'll do it tonight. how many times does the texture run along the original mesh, BTW? Mine has 3 repeats, but I guess that's too much.

Quote
Originally posted by karajorma


From what I read on the other thread the Subspace model has glowpoints at both ends of the tunnel.


No.

It has thruster points. As does mine. Glowpoints are an FSO feature, are they not?
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 05, 2004, 10:08:18 am
They are. Though, theyre a dead-born feature as they can't do anything looking good. If at any point size changes and fading are implemented they will actually become useful. But as they are now, all they can do is annoy you.
Title: Because the subspace thread got too big...
Post by: Sandwich on May 05, 2004, 10:54:22 am
Ok, let me explain how subspace should look:

[list=1]


Note: You might want to print these instructions out in case you forget a step, since step 2 will render your monitor unusable.
Title: Because the subspace thread got too big...
Post by: Sesquipedalian on May 05, 2004, 12:50:27 pm
Quote
Originally posted by Raa Tor'h


That's an easy fix. I'll do it tonight. how many times does the texture run along the original mesh, BTW? Mine has 3 repeats, but I guess that's too much.
I'm not sure, but I'd guess two.
Title: Because the subspace thread got too big...
Post by: Flipside on May 05, 2004, 01:24:54 pm
Sandwich, I followed your advice, and took a snap of the next thing I saw after holding up my eye to the broken electron gun..... So you want subspace to look like the inside of a hospital? ;)
Title: Because the subspace thread got too big...
Post by: Gregster2k on May 05, 2004, 01:52:03 pm
ROFL
Title: Because the subspace thread got too big...
Post by: Taristin on May 05, 2004, 02:12:09 pm
Re-Download File On First Page
Title: Because the subspace thread got too big...
Post by: Turambar on May 05, 2004, 02:15:31 pm
Quote
Originally posted by Setekh


:wtf: Dude, this subspace is no more black than the normal subspace. If you want a new version with no blackness, you should make one for yourself. :yes:



I'm tempted.  There was this cool looking thing in the nebula thread I remember, I'll post a link later.
Title: Because the subspace thread got too big...
Post by: Gregster2k on May 05, 2004, 03:26:15 pm
Well I tried using subspace with a skybox set for the mission and absolutely nothing happened (i had hoped for the subspace to overlay itself over Omniscaper's Mars Orbit Skybox, but it did not work). (Oh well.)

During my experimentation however, I found something cool: set the skybox of a mission to one of the Subspace POF files, and you get a non-rotating version of Subspace with no sound changes and no lights at the tunnel ends. It looks very, very weird.

Next up, I'll be experimenting with nebulae + subspace :)
Title: Because the subspace thread got too big...
Post by: Starks on May 05, 2004, 04:00:31 pm
Can someone explain how skyboxes are different from traditional backgrounds?
Title: Because the subspace thread got too big...
Post by: Anaz on May 05, 2004, 04:12:17 pm
It's a box. With sky textures on it.
Title: Because the subspace thread got too big...
Post by: Rictor on May 05, 2004, 04:19:30 pm
Nice work Lightspeed. However, something about it just doesn't sit well with me. I think its the dark textures, though I will admit that it looks very close to the original (in a good way). I think that when you go with a lighter overall texture (like the new ones in the previous thread, I think by Carl), it feels more "powerful" or something along those lines.

That, and what I also liked about the old new (previous thread) version, was how it had the "lightning" texture, which was very appropriate. Yours however had the advantage of looking "solid" as opposed to "energy-like".

....And I'm fairly certain that made no sense at all, but then again, most of what I say doesn't.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 06, 2004, 01:01:10 pm
Todays version of subspace:

(http://www.penguinbomb.com/lightspeed/SCP/subspacetry4.jpg)

I'm not yet sure if i like it - so I might toss this one completely.
Title: Because the subspace thread got too big...
Post by: Taristin on May 06, 2004, 01:05:38 pm
Its amazing how much that looks like a tunnel through water... :yes:

As much as I love it and would like to use it in game, I'm not sure how well it fits as 'subspace'...
Title: Because the subspace thread got too big...
Post by: Unknown Target on May 06, 2004, 01:14:36 pm
Wow! That's really cool!
And Raa, that's exactly what I was thinking, about the tunnel through water bit :D But I think it's a very nice interpretation of subspace :)
Title: Because the subspace thread got too big...
Post by: jdjtcagle on May 06, 2004, 01:16:14 pm
dido :)
Title: Because the subspace thread got too big...
Post by: Stunaep on May 06, 2004, 01:35:18 pm
I say toss the fake glare.
Title: Because the subspace thread got too big...
Post by: SadisticSid on May 06, 2004, 01:38:58 pm
If I have a near-death experience and see something like that, I'll be very happy. :yes:
Title: Because the subspace thread got too big...
Post by: DaBrain on May 06, 2004, 03:46:10 pm
Wow, looks very good.
But on the other hand I don't like it when I imagine to fly through this thing with a couple of fighters and a capship.

This is not very helpful, but know it  needs something, I don't know what.
Something that creates a better "feeling".

Perhaps this can't be done with only texturechanges...


Edit: Don't missunderstand me this IS better than the old tunnel.
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 06, 2004, 04:00:04 pm
I wanna see nipples!  I mean ripples!
Title: Because the subspace thread got too big...
Post by: SGGWD on May 06, 2004, 04:37:42 pm
Wow, realy nice LS.
Title: Because the subspace thread got too big...
Post by: Flipside on May 06, 2004, 04:43:40 pm
Regardless whether that 'fits' or not, it's bloody good work :) I think that Freelancer piccy inspired a little too much ;)

Also, I get the wierdest feeling a Tardis is going to pass by any moment ???
Title: Because the subspace thread got too big...
Post by: Turambar on May 06, 2004, 04:47:57 pm
I think that the black in the energy vortex needs to go away.  but ive said this already.  why do you guys think that the black needs to stay.  I say that a gaseous blue / blue-white like clouds would be cool
Title: Because the subspace thread got too big...
Post by: jdjtcagle on May 06, 2004, 04:50:00 pm
It looks awsome!! Without the black, it takes away the subspace feel that we're used to
Title: Because the subspace thread got too big...
Post by: Antares on May 06, 2004, 04:58:29 pm
Can we have the maps for this one? :D
Title: Because the subspace thread got too big...
Post by: Urban Cowboy on May 06, 2004, 05:30:13 pm
I think the black spots provide a bit of enigma (I guess) to the whole thing. It gives you the impression that subsace could spit you out if it wanted to...

I don't know. It gives it that unstable feeling which I think gives the pilot something to fear when inside. Like if I'm not careful, I could get spit out and ripped asunder.

I think the glare effect should stay, but tone it down a bit if possible. Still looks a bit rough. I don't know if the watery image the tunnel presents is enough to pull off the ripple effect, but not bad. Other than that, I like the progress.

Oh, just noticed this...out of curiousity, what is that little dark gray spec in the upper right hand corner?
Title: Because the subspace thread got too big...
Post by: SadisticSid on May 06, 2004, 06:08:21 pm
That speck looks like a piece of space debris. How does that get into subspace anyway?
Title: Because the subspace thread got too big...
Post by: Taristin on May 06, 2004, 06:13:15 pm
Quote
Originally posted by Urban Cowboy
I think the black spots provide a bit of enigma (I guess) to the whole thing. It gives you the impression that subsace could spit you out if it wanted to...
 


That's what I thought, too. It'd be awesome if you could see empty space through the openings in the walls. Like it's an actual tunnel through space, and not a solid tube like Turumbar keeps asking for.
Title: Because the subspace thread got too big...
Post by: ShadowDrakken on May 06, 2004, 06:19:34 pm
Quote
Originally posted by Lightspeed
Todays version of subspace:



I'm not yet sure if i like it - so I might toss this one completely.


I like it LS, the whole watery effect looks good for a subspace tunnel.  Of course, stills never show how things look in game when they're animated and moving.
Title: Because the subspace thread got too big...
Post by: Setekh on May 06, 2004, 08:14:22 pm
I'm liking it more, now. Can you post the files for this? I want to see it moving. :)
Title: Because the subspace thread got too big...
Post by: Gregster2k on May 06, 2004, 09:29:56 pm
ditto, hey LS can we have the files that produced that image? :) I like it, dont toss it!!!
Title: Because the subspace thread got too big...
Post by: ShadowDrakken on May 06, 2004, 09:38:18 pm
it's amost a shame the model doesn't have a bend in it, and then rotate around the long axis to give it an endless winding and twisting feel, rather than seeing a bright end ;)
Title: Because the subspace thread got too big...
Post by: Gregster2k on May 06, 2004, 10:09:41 pm
Drakken, go to the original Subspace thread and read it. They tried, but it didn't work, they would have to destroy the translucency of the subspace tunnel in order to make it work, or worse. It's fine the way it is IMHO, any weirder and it may make subspace missions TOO hard to get one's bearings in...of course, bendy, weird subspace missions could be reserved for special situations I suppose.
Title: Because the subspace thread got too big...
Post by: mrfun on May 06, 2004, 10:39:13 pm
I like it, but the texture comes out too strong on the near parts of the tunnel.  I think it should be blurred a lot more, like when you get up next to your monitor and squint.  Then all the colors mix together and you get this surreal energy look.

Yup. I would like that.  Mmm.
Title: Because the subspace thread got too big...
Post by: redsniper on May 06, 2004, 11:00:33 pm
it needs more... separation. the black parts need to be blacker and the blue parts bluer
Title: Because the subspace thread got too big...
Post by: ShadowDrakken on May 06, 2004, 11:56:16 pm
I disagree Sniper, those other shots with the higher contrast like you're saying look awful to me

Gregster: I saw the models, I didn't know they gave up on it.  I don't see where it would be a problem to be honest since there shouldn't be anything transparent anyway except maybe the top textures.  The base texture and the overall model look to be opaque to me
Title: Because the subspace thread got too big...
Post by: Ace on May 07, 2004, 12:21:20 am
If there was a water ripple pixel shader effect in FSO, I'd say Lightspeed's idea for subspace as a dark water effect to replace the black areas in the original subspace with glare added would look great.

As it is though, I think it's a little too rough looking of an effect though his heart is in the right place with the idea.
Title: Because the subspace thread got too big...
Post by: Raptor on May 07, 2004, 04:58:42 am
LS, don't toss that thing of beauty, you could release it as is!:nod:

I can sorta see what people mean about the 'tunnel though water' effect, but frankly, I don't see that.

Please carry on with this, don't lose heart now!:yes:
Title: Because the subspace thread got too big...
Post by: Fineus on May 07, 2004, 05:20:31 am
Agreed, I really like your latest piece - even if you don't think it's as good as it could be you should release it to those of us who like it!
Title: Because the subspace thread got too big...
Post by: JarC on May 07, 2004, 06:01:37 am
Quote
Originally posted by Turambar
I think that the black in the energy vortex needs to go away.  but ive said this already.  why do you guys think that the black needs to stay.
why do you keep insisting, if you are so deadset against black, make your own, now stop nitpicking at each other...!!!
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 07, 2004, 07:33:22 am
Well,  I'm not releasing it right away because today is friday, and I have pretty much all day to work on it so... :)

Expect some updated images today - might even have a version suitable for release this evening :nod:

Now as for the comments...


Quote
I think the black spots provide a bit of enigma (I guess) to the whole thing. It gives you the impression that subsace could spit you out if it wanted to...


You're observing this from the wrong point of view. Basically, what FS2's jump drives do is create a *tunnel* through the subspace vortex - there's 'real space' inside, and it is SURROUNDED by subspace.

Its like:

(http://www.penguinbomb.com/lightspeed/SCP/function.jpg)

So its rather that an unstable node that collapses will 'devour' any ships flying through the tunnel - The tunnel is a quite interesting phenomena as you 'penetrate' subspace with a thin tunnel of normal space you're able to fly and survive in.

This is also the explanation why you can fire guns and fly normally.
Title: Because the subspace thread got too big...
Post by: Fineus on May 07, 2004, 07:39:58 am
I never thought of it that way, but I suppose it makes a kind of sense!
Title: Because the subspace thread got too big...
Post by: Sandwich on May 07, 2004, 07:52:33 am
Huh.
Title: Because the subspace thread got too big...
Post by: ARothers on May 07, 2004, 08:31:52 am
I like the cold 'iceness' of LS's maps, sort of lonely and lost, well if you're flying through it by yourself and not having the entire Shivan armada trying to kill you.
Title: Because the subspace thread got too big...
Post by: Flaser on May 07, 2004, 09:04:14 am
What I lack from the new attempts is not exactly the black parts - it's more like seeing the actual space, or the transparency of the tunnel.

Aside that, the latest Lightspeed version is the best of what I've seen.

IMHO subspace is not in a different dimension or an another place. The best comparision I can come up with is a house - the way some people see subspace is like the attic of the house - we live on the first floor, and when I exit into subspace I climb a ladder.

I see it differently - subspace is not another level of our reality - it's in exactly the same spot as our own universe.

Instead the attic, it's the very air that surrounds us in the house except no one sees it.
Title: Because the subspace thread got too big...
Post by: Setekh on May 07, 2004, 10:03:26 am
Quote
Originally posted by JarC
why do you keep insisting, if you are so deadset against black, make your own, now stop nitpicking at each other...!!!


:nod:
Title: Because the subspace thread got too big...
Post by: Urban Cowboy on May 07, 2004, 11:49:07 am
Hmmm....interesting.

I guess the best way to visualize that for me would be the tunnel effect at an aquarium. You walk through the lobbies and the smaller galleries, then you come to a transparent glass tunnel, surrounded on the outside by water and everything in it.

If I recall, jump drives in FS open the door. Then I guess subspace acts as an accelerator and pulls you through.

Hehehe....adventures in subspace...
Title: Because the subspace thread got too big...
Post by: Turambar on May 07, 2004, 11:58:39 am
i thought the jump drive worked by vibrating the ship in various dimensons until the ship is in sync with subspace at which point a vortex opens.  And once I'm done with Inferno's primaries and  other effects, i will make one with NO black that looks COOLER than these and still has a properly written science-fictioney background
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 07, 2004, 12:56:33 pm
:p enough theories - We can always make a seperate topic for them.

This is what i've got right now:

(http://www.penguinbomb.com/lightspeed/SCP/subspacetry5.jpg)

I'm getting there...
Title: Because the subspace thread got too big...
Post by: Singh on May 07, 2004, 01:16:17 pm
when you look at the walls near you, its smooth, but it appears to get too rough as you look further down the walls.

Pretty good otherwise though :)
Title: Because the subspace thread got too big...
Post by: DaBrain on May 07, 2004, 01:28:36 pm
Looks like the tunnel got shorter...
Could you do me a favour ? Please disable the layer with the water effect on it and take an in-game shot.

I think this is what I don't like. Because it looks pixelated near your ship. I'd like it more cloudy somehow...


BTW did you replace the outer layer with :v:'s inner layer ?
I can see noise01b clouds ;)

(Old-New)
(http://www.penguinbomb.com/lightspeed/SCP/subspacetry4.jpg)

(http://www.penguinbomb.com/lightspeed/SCP/subspacetry5.jpg)
Title: Because the subspace thread got too big...
Post by: J3Vr6 on May 07, 2004, 01:32:58 pm
Man that looks pretty...  I don't know how many of you guys have ever scuba dived, but it reminds me when you're at the bottom of the ocean and look up at the sun from below.

I really can't wait to see this in-game.  the only thing I can see bad is that the tunnel is gonna look oh so more pretty than the ships in it, so the ships are really gonna look out of place.

Can u make a mission with ships inside?
Title: Because the subspace thread got too big...
Post by: Gregster2k on May 07, 2004, 01:36:59 pm
Well there is ONE way to get a pic with ships in it, if you don't want to wait. Load FS2 and find a mission you already have with Subspace then take the image LS made and carefully Photoshop it into the thing...

quite frankly at this point im ready to try using some PS filters to try and rip that texture off of the image itself...
Title: Because the subspace thread got too big...
Post by: DaBrain on May 07, 2004, 02:06:06 pm
@ Raa

I think I just had a good idea.
LS is doing his best to make the tunnels appearance less solid.

But I think that's not 100% possible if you only change the textures.

How about some other "thrusters" in the model ?
I imagine them to create somekind of "fade-out" nebula.

This is used in most games to create a better feeling of distance.
Well, volumetric nabulas are not required for a space-sim, with some exceptions. The subspace is one of this exceptions.

This is a cheap trick, but as the player can never reach the thrustermap, nobody will notice it.

Here is my idea:
(http://www.ystart.net/upload/20040507/1083956277.jpg)
Title: Because the subspace thread got too big...
Post by: Taristin on May 07, 2004, 03:07:50 pm
I don't think I follow you. :confused:

What is it, exactly, that you want modelled/poffed?
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 07, 2004, 05:02:41 pm
It would be an ugly looking concept so screw it. (you would get clear colour edges, yuck)

Quote
Looks like the tunnel got shorter...
Could you do me a favour ? Please disable the layer with the water effect on it and take an in-game shot.

I think this is what I don't like. Because it looks pixelated near your ship. I'd like it more cloudy somehow...


BTW did you replace the outer layer with :v:'s inner layer ?
I can see noise01b clouds
 


1) It did not get shorter. The centre is 'spewing out' the lighter specks of the texture which gives it a kinda cool effect as if the whole thing was thrust out of the glow in the middle. Hard to explain, but really nice effect.

2) Without that effect it would look pretty boring. It would be some dark blue-ish clouds without any white on it. You seem to be missing the fact that the whole *texture* is based on the watery effect. I see the problem with it getting pixelated, and although you dont notice it much from viewing at the latest two screenies (see your own post) I have worked to solve this issue a lot - and it's quite better already (hard to see, but notice the bit of detail near you in the second image). I have faith that with a bit more of fiddling I can get it to look decent both at short and long range... In theory :p

3) No, they're rendered in the same order as V's maps were, unless Raa's models change the textures - something I don't think that happens.
Title: Because the subspace thread got too big...
Post by: WMCoolmon on May 07, 2004, 05:21:40 pm
Could you do something about the refracting/water effect on the black areas? That would give it more class, IMHO.
Title: Because the subspace thread got too big...
Post by: ShadowDrakken on May 07, 2004, 09:14:43 pm
perhaps a sort of misty effect within the tunnel, similar to nebulas, but more translucent and smoky feeling? like a swirling haze of white and/or blue
Title: Because the subspace thread got too big...
Post by: Taristin on May 07, 2004, 09:18:01 pm
Quote
Originally posted by Lightspeed

3) No, they're rendered in the same order as V's maps were, unless Raa's models change the textures - something I don't think that happens.


As closely to V's model as I could go. There is some discrepency, but the inegral data is correct.
Title: Because the subspace thread got too big...
Post by: Starks on May 07, 2004, 10:28:57 pm
If subspace tunnels are realspace, why was the Lucifer vulnerable?
Title: Because the subspace thread got too big...
Post by: redsniper on May 07, 2004, 10:55:57 pm
because they're subspace and not realspace
Title: Because the subspace thread got too big...
Post by: Unknown Target on May 07, 2004, 10:58:45 pm
Obviously it's not realspace, hence the term subspace :p
Title: !&! Stop the stupid subspace debate spam already!
Post by: Gregster2k on May 07, 2004, 11:03:57 pm
Okay, this is pissing me off. Go make your own thread for debating why subspace is the way it is somewhere else, this thread is for subspace improvements, not silly discussions of "how subspace works" when its a SCI-FI game and it makes stuff up in the first place.

Why Lucy vulnerable? WHO CARES? Why do you care? It's subspace, its a faster than light tunnel, shields dont work in it. Period. Who cares about WHY? It's a GAME, and subspace is only the way it is because [V] made it that way. Trying to justify WHY [V] made it that way will just clog this thread with random speculations.

(And as you can tell, I REALLY hate reading threads full of offtopic stuff.)

Now, back on topic, I think I understand what DaBrain was getting at: a very light fog of some kind in the subspace tunnel that is gathered most near the ends and stays there, you can never reach the fog, but it obscures both ends and makes a "distance haze" effect on them. I'm pretty darn sure that's what he meant...
Title: Because the subspace thread got too big...
Post by: redsniper on May 07, 2004, 11:18:37 pm
fog would look weird in subspace
Title: Because the subspace thread got too big...
Post by: Trivial Psychic on May 07, 2004, 11:50:25 pm
I always thought that the rotating bright sections of the subspace walls were supposed to be energy clouds of some kind... at least in appearance, sort of swirling around the tunnel.  If the lightning effects suggested in another similar thread were to be implimented, they would look far more at home with cloudy surrounding.

On another note, when looking at Lightspeed's subspace diagram, it brought to mind of a way to (potentially) alowing a player to play a mission that starts in normal space, enters a subspace corridor, then exits on the other side.  It would require a massive pof that is the corridor tunnel in the center, then opens out on either end.  It would have to be small enough that the player could concievable fly from one end to the other within the space of a mission.  The corridor would actually close on either end, but be made so that ships would fly right through it instead of colliding with it.  That way the ship would seem to suddenly jump from subspace, back to normal space.  Now there are problems of ships and the model being visible from outside subspace.  Either some kind of method would need to be make sure it and anything inside it couldn't be seen or collided with when approached from outside, or have this pof as an object in the ships table file, so that it can be given a departure time, linked to your departure from the corridor.  Either that, or just use a series of red-alert missions :D .

Later!
Title: Re: !&! Stop the stupid subspace debate spam already!
Post by: DaBrain on May 08, 2004, 04:46:06 am
Quote
Originally posted by Gregster2k


Now, back on topic, I think I understand what DaBrain was getting at: a very light fog of some kind in the subspace tunnel that is gathered most near the ends and stays there, you can never reach the fog, but it obscures both ends and makes a "distance haze" effect on them. I'm pretty darn sure that's what he meant...



That's it. And there shouldn'd be any visible edges.
And it shouldn't look weird also. This no nebula, it won't move or something.
 
I could create textures for it. But everybody else can do it too.

The best way (I think) is to use 1 color maps. From bright to dark-blue.




And I'm with Trivial Psychic in this one. I like the idea of energy clouds, and a lightningstorm would be great.
Title: Because the subspace thread got too big...
Post by: Sandwich on May 08, 2004, 06:06:04 am
Ok, two points:

1) Where's the multiple-layer subspace model? I wanna have an impression of DEPTH when I peer through the first (innermost) layer of effects.

2) Coders, what's the chances of adding in a couple of flags to control lightning in subspace? There are 2 kinds - one is the surface-skittering electricity you get when a ship is badly damaged, and the other is the EMP nebula lightning. Both those would look awesome in subspace IMO.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 08, 2004, 07:24:56 am
(http://www.penguinbomb.com/lightspeed/screenshots/subspace/subspace10.jpg)

This is the latest version of it.

And....

Here is the release (http://www.penguinbomb.com/lightspeed/ZMW02download.html)

I will keep working on it, but I think it's good enough for a release (and I dont want to keep you waiting :) )
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 08, 2004, 07:48:46 am
Some battle shots:

(http://www.penguinbomb.com/lightspeed/screenshots/subspace/subspace12.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/subspace/subspace14.jpg)

(http://www.penguinbomb.com/lightspeed/screenshots/subspace/subspace13.jpg)
Title: Because the subspace thread got too big...
Post by: DaBrain on May 08, 2004, 07:49:14 am
They're not perfectly tileable.

(http://www.ystart.net/upload/20040508/1084020300.jpg)


Looks better in screenshots than in-game. The two layers look too seperated...

The stock one is much better in this point.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 08, 2004, 07:51:57 am
Boo :p

You should have seen the earlier versions - it's *much* better already, I dont even notice it in-game anymore. And eventually i'll manage to fix it completely.

BTW, use the lvlshot tags or resize the screenies. :)
Title: Because the subspace thread got too big...
Post by: DaBrain on May 08, 2004, 07:58:49 am
You should merge some parts of the two layers.

Perhaps some rays on the outer layer.


IMHO we won't get around animated layers. (at least one of them)

As soon as this is possible, or as soon somebody assures that this will be possible, I'll start to work on it.
I think I'm getting used to anis.

But that could take quite some time.




Uhm, I don't like lvlshots ;)
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 08, 2004, 08:02:24 am
no problem, Goober will jump at it and lvlshot it anyway :p

Animated layers would of course, offer more variety, but this is something not possible currently, so... :o

And how the hell am I supposed to merge two models together? 0.o

You know, theres one texture for each model, they are tiling, and the models rotate against each other.
Title: Because the subspace thread got too big...
Post by: DaBrain on May 08, 2004, 08:18:40 am
Quote
Originally posted by Lightspeed
no problem, Goober will jump at it and lvlshot it anyway :p

Animated layers would of course, offer more variety, but this is something not possible currently, so... :o

And how the hell am I supposed to merge two models together? 0.o

You know, theres one texture for each model, they are tiling, and the models rotate against each other.



Not the models, but parts of the maps.
I also played around with the subspace maps.

I noticed that the layers look too seperated when the maps were too different.
In addition to that, I found out, that the inner layer should have many big-black-spots.
So some bright cloudy maps+smal rays for the inner layer.
And dark-blue cloudy maps+big, less visible rays. For the outer layer.

I succeeded in creating maps that looked not seperated at all.
But they were ugly ;)
(That was the point, I wanted to give them detail at. But then I noticed some hard to fix tiling problems, so I lost my interessed in it.)

Now I'm waiting for the possiblity to animate this stuff.
32 bit anis are not even necessary.
Title: Because the subspace thread got too big...
Post by: Sandwich on May 08, 2004, 05:00:26 pm
Quote
Originally posted by DaBrain
Not the modles, but parts of the maps.


Turrent.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 08, 2004, 05:18:53 pm
Irony.
Title: Because the subspace thread got too big...
Post by: Sandwich on May 08, 2004, 05:49:00 pm
LS, I think I've finally put my finger on what it is about your subspace renditions that doesn't sit right with me. Subspace is supposed to be gaseous, energy, clouds, etc... but the small "ripples" or "bumps" you have there kinda make it seem way too solid, like a wall, and not an area.

IMO the subspace tunnel should not be seen as a wall, but as the border between the tunnel and beyind the tunnel. In short, I wanna see depth! ;)
Title: Because the subspace thread got too big...
Post by: Drew on May 08, 2004, 06:41:58 pm
Quote
Originally posted by Lightspeed
You should have seen the earlier versions - it's *much* better already, I dont even notice it in-game anymore. And eventually i'll manage to fix it completely.


would you mind on making it look nice while your at it?
Title: Because the subspace thread got too big...
Post by: ShadowDrakken on May 08, 2004, 07:47:54 pm
Sandwich: I think that's what the whole discussion here was about... are you flying IN subspace, or in a tunnel THROUGH subspace?  If I understand Volitions take on it, it's a tunnel, which means the ships are not actually IN the subspace matter itself, but rather have punched a hole in it.  Which is why I think it looks good solid like it is, but that it needs a sort of misty feeling to it, sort of spray of stray particles crossing the barrier that is the tunnel.
Title: Because the subspace thread got too big...
Post by: Turambar on May 08, 2004, 07:52:12 pm
is subspace a particle or a wave?
Title: Because the subspace thread got too big...
Post by: Taristin on May 08, 2004, 08:00:57 pm
That's not the question. The question is:

Is subspace?
Title: Because the subspace thread got too big...
Post by: ShadowDrakken on May 08, 2004, 08:02:12 pm
as far as is provable, subspace doesn't even exist, so it's all up to the imagination :)

I've always thought of it as sort of a dimension sitting inside our own since that's how it's typically portayed in movies and games (whether that the "science" they use behind it or not)
Title: Because the subspace thread got too big...
Post by: StratComm on May 08, 2004, 08:43:12 pm
Is there a command-line arg yet to get rid of red-out?  It ruins more screenshots than I'd care to think about.  That and space debris.

Anyway, I don't see why everyone is so big on bashing LS's subspace maps.  I think they look pretty good, there are some issues with the way the patterns interact (the overall brightness levels should remain fairly consistant as different parts of the maps overlap) but nothing too serious.  If you don't like the effect, don't use it, but saying that it looks bad isn't accurate.

Oh, and we still need a higher-poly subspace pof.  It doesn't need a lot of sections along its length, but the tube needs to have at least twice as many sides.  The bends are as plain as day with those maps.
Title: Because the subspace thread got too big...
Post by: Langy on May 08, 2004, 09:21:07 pm
Er, Raa released a higher-poly one a while ago. Where were you for this?:p
Title: Because the subspace thread got too big...
Post by: StratComm on May 08, 2004, 11:20:31 pm
I was under the impression that Lightspeed was using it for testing.  If he's not, then we're looking at an outdated pof with new textures on it, and if he is then Raa was too sparing with the polygons.  Right now the one that Lightspeed's maps is being shown off on is either 18 or 20 sided, and it really needs to be something closer to 40.
Title: Because the subspace thread got too big...
Post by: Lightspeed on May 09, 2004, 08:40:56 am
I am using Raa's models.
Title: Because the subspace thread got too big...
Post by: Taristin on May 09, 2004, 08:47:19 am
It's not bad. It's a damn sight better than the original. I think it looks good. It's more a compromise thing. I could make a higher poly version of it, if you insist. It'd take all of 20 minutes, and that includes loading up my PC.
Title: Because the subspace thread got too big...
Post by: KARMA on May 18, 2004, 06:20:51 am
I hate to resume this old thread, but I thought those could be useful:

http://www.geocities.com/Hollywood/Theater/1991/hyperspace_tunnel.html

http://www.theforce.net/theater/software/animaster/litspeed/part4.shtml
Title: Because the subspace thread got too big...
Post by: JarC on May 18, 2004, 08:30:43 am
Quote
Originally posted by DaBrain
Here is my idea:
http://www.ystart.net/upload/20040507/1083956277.jpg
hmmmm....I think I get what you are hinting at...correct me if I am wrong...the glowpoints on the subspacemodel textured with one of the thruster ANI's and (in FRED?) placing three nebula backgrounds at different intervals but near enough to the glowpoints so you would not be able to get into them...and then it's hoping they will intersect with the subspace model at the desired position to give the 'foggy' effect?
Title: Because the subspace thread got too big...
Post by: DaBrain on May 18, 2004, 08:45:00 am
Uhm nice thought. Not exactly what I ment though.
The additional thrustermaps are static, as they are on thrusterpoints.

The glowpoints are used as particles in the tunnel, which fly in the same direction as the tunnel turns.

I'd place them on the bigger model.
And never use thrustermaps for this. I'd create a new map for this one. (Perhaps even different maps. Might look better...)

The use of anis is a good idea.
Title: Because the subspace thread got too big...
Post by: Woolie Wool on May 18, 2004, 01:53:14 pm
LS's subspace maps remind me of Stargate SG-1. I really like the "liquid subspace" idea.