Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Assassin714 on November 09, 2019, 07:32:14 pm

Title: Red subspace tunnel
Post by: Assassin714 on November 09, 2019, 07:32:14 pm
If I want to make a mission in subspace but I want the tunnel to be red instead of blue, how do I do that? Has someone released a mod to do that already or would I need to create a new one?

Title: Re: Red subspace tunnel
Post by: mjn.mixael on November 09, 2019, 07:39:10 pm
It would be a relatively simple job with a video editor that could import an image sequence. I could whip it up for you in a few hours if you'd like.
Title: Re: Red subspace tunnel
Post by: Nightmare on November 09, 2019, 07:50:43 pm
You can extract the texture from the MVPs. Shifting blue to red can be done with IrfanView (or your image editor of trust).
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on November 09, 2019, 11:23:53 pm
I was going to take a look at the subspace tunnel effect in the near future too, in order to make one matching the  green "knossos"-hue ... I might as well have do a red one while I am at ....

If you don't hear from me in regards to this until the end of the month, drop me a message
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on November 10, 2019, 10:42:17 am
(https://i.imgur.com/1EXdQUi.jpg)

First pass



As for the how to:

The "Takes place inside subspace"-flag makes the engine use two models for the skybox (SubSpace_Big.pof and SubSpace_Small.pof) which are basically cigar-shaped and rotate - one clockwise, one counterclockwise.

Their maps for "skyboxes" are Noise01.dds and Noise01b.dds.

Both the models and the maps can be found in mv_effects.vp or sparky_fs2.vp (the maps in retail VP are 256x256 as opposed to the 1024x1024 in the MVPs).

Note that any change to the maps carries globally (it can't be set mission to mission because of unique two skyboxes thing).

Note also, as the maps use black as transparent colour.
Title: Re: Red subspace tunnel
Post by: Nightmare on November 10, 2019, 10:46:08 am
It looks kinda rosé rather than red.
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on November 10, 2019, 11:00:53 am
That's because the colour progression doesn't translate 1 to 1 from blue to red - I'll have to adjust that but if I can have feedback on where is supposed to land I can do better
Title: Re: Red subspace tunnel
Post by: Mito [PL] on November 10, 2019, 11:11:11 am
Actually, weren't there higher quality warp skyboxes anywhere? I think some were used in WoD and Solaris? If we're at recoloring them we could use the nicer ones, and by the way maybe asking MjnMixael to throw them (only blue one) into MVPS too.
Title: Re: Red subspace tunnel
Post by: Nightmare on November 10, 2019, 11:42:46 am
There were animated subspace textures, but no HTL model I know of. I doubt you'd notice any difference between the current and a 10k model anyway.
Title: Re: Red subspace tunnel
Post by: Mito [PL] on November 10, 2019, 11:49:48 am
Yeah, I meant these. Basically anything that can be an improvement over the current subspace tunnel effects.
Title: Re: Red subspace tunnel
Post by: Nightmare on November 10, 2019, 12:04:26 pm
*self promotion*

http://www.mediafire.com/file/ucvzsutc210l8qc/WarpMaps.7z
Title: Re: Red subspace tunnel
Post by: Assassin714 on November 10, 2019, 04:00:10 pm
Thanks for doing so much, I didn't expect it.
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on November 13, 2019, 12:40:14 pm
So, I ran into a barrier on how much I can do with the existing maps, more specifically with their resolution....

... and on the reverse side, I just discovered how sneakly sophisticated the effect actually is - its the cigar shape of the tunnel. As a result I will have do a lot more reverse engineering before I can make a new map from scratch.

How fast do you need this?
Title: Re: Red subspace tunnel
Post by: Assassin714 on November 13, 2019, 04:42:05 pm
Feel free to take your time.

Title: Re: Red subspace tunnel
Post by: Nightmare on November 13, 2019, 04:47:29 pm
Quote
Note that any change to the maps carries globally (it can't be set mission to mission because of unique two skyboxes thing).

You can have Skyboxes with rotating parts and complex geometry (like in Solaris), I don't think there's much of a difference compared to normal skyboxes.
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on November 13, 2019, 05:48:14 pm
Quote
Note that any change to the maps carries globally (it can't be set mission to mission because of unique two skyboxes thing).

You can have Skyboxes with rotating parts and complex geometry (like in Solaris), I don't think there's much of a difference compared to normal skyboxes.

How about thrusters? - the big glowing points at each end of the cigar are actually the trusters of the model :P

I will give it a go to slap them together into a single model along the way then.
Title: Re: Red subspace tunnel
Post by: Nightmare on November 13, 2019, 07:26:32 pm
How about thrusters? - the big glowing points at each end of the cigar are actually the trusters of the model :P

they're ugly, make something different (ie use the warp models too)

[attachment eaten by a Shivan]
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on November 13, 2019, 07:53:30 pm
That looks ... Interesting

I don't think that works as I always thought of those lights as less the end of the transit but as part of the represetation of how subspace doesn't conform to the rules of normal space, e.g. the transit moving while the ships within are technically "at rest"
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on February 19, 2020, 09:55:45 am
Is this still current? - Because I am about to move on from my struggles with original effect and just re-colour the animated suspace tunnel that's featured in the recent BtA-release...
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on February 21, 2020, 12:14:11 pm
Gesagt, getan:

(https://cdn.discordapp.com/attachments/223511363807346691/680476998010929178/screen0296.png)
Title: Re: Red subspace tunnel
Post by: perihelion on February 21, 2020, 12:25:04 pm
Subspace jump to hell... engaged.

And a couple decades later, your empty ship re-emerges in low orbit over Neptune.
Title: Re: Red subspace tunnel
Post by: Nightmare on February 21, 2020, 12:35:23 pm
It looks more like a trip to rose flower land; feels more comforting than threatening.
Title: Re: Red subspace tunnel
Post by: Colonol Dekker on February 21, 2020, 02:30:14 pm
I made this in 1999-2001, it was on the Volition Watch archives 😭
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on February 21, 2020, 03:13:29 pm
It looks more like a trip to rose flower land; feels more comforting than threatening.

Well, the visual doesn't have to stand alone -- the screenshot is taken from a mission where you get much more than just the different color tunnel for "this is not a normal jump" (and the training message isn't the end of it either :) )

No idea what the red tunnel requested is for, so who knows what the full package is there...



I made this in 1999-2001, it was on the Volition Watch archives 😭

Now it's too late ... I am not getting those two half houres back :D
Title: Re: Red subspace tunnel
Post by: Colonol Dekker on February 21, 2020, 03:39:30 pm
Dude,  I used ani32 to extract frames, jasc paint shop pro to  convert frames by a set hue, and a batch file to recombine them.  It didn't take me 150/60 minutes (unsure of how long you took 🤔😜)

But yours looks nicer.


I just had a dog around and managed to log back into tripod after 19 years 👍👍
(we'll see what's in the ftp 😜😜)

http://janusking.tripod.com/
Title: Re: Red subspace tunnel
Post by: Nightmare on February 21, 2020, 04:27:45 pm
Ooof it takes 5 mins at maximum in IrfanView.
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on February 22, 2020, 12:28:50 am
Dude,  I used ani32 to extract frames, jasc paint shop pro to  convert frames by a set hue, and a batch file to recombine them.  It didn't take me 150/60 minutes (unsure of how long you took 🤔😜)

I think we are talking about different effects here

... but I don't have the fuel to argue anymore
Title: Re: Red subspace tunnel
Post by: Colonol Dekker on February 22, 2020, 12:44:34 am
Nahh I made both red. 👍
Title: Re: Red subspace tunnel
Post by: Su-tehp on February 22, 2020, 03:25:30 am
 So 0rph3u5, just so you know...I think you misspelled "Exceed" as "Excced". You might want to fix that. :P

That red subspace tunnel looks awesome, though. :yes:
Title: Re: Red subspace tunnel
Post by: Nightmare on February 22, 2020, 06:37:04 am
When the teacher is being corrected... :D
Title: Re: Red subspace tunnel
Post by: 0rph3u5 on February 22, 2020, 07:06:40 am
So 0rph3u5, just so you know...I think you misspelled "Exceed" as "Excced". You might want to fix that. :P

Quote
$Version: 0.10
$Name:  XSTR("There Be Dragons", -1)
$Author: 0rph3u5
$Created: 08/25/10 at 23:47:05
$Modified: 05/23/17 at 11:29:23

Quote
TLG-A, Mission 17 "There be Dragons"

*REDACTED*
- Training messages are for inner-monologue only; all system-messages from your fighter are to transfered to custom HUD gauges/image subtitles
*REDACTED*

Don't commend on the unfinished product please
Title: Re: Red subspace tunnel
Post by: Antares on February 24, 2020, 12:50:27 am
Pretty colors? (https://sectorgame.com/fsfiles/?dir=uploads/Modifications/Textures%20%26%20Anims%20%28Old%29/Subspace)
Title: Re: Red subspace tunnel
Post by: Col. Fishguts on February 24, 2020, 04:47:46 am
http://janusking.tripod.com/

You most make update! (at least get rid of the flash elements ;) )
Title: Re: Red subspace tunnel
Post by: Colonol Dekker on February 24, 2020, 12:40:29 pm
Pretty colors? (https://sectorgame.com/fsfiles/?dir=uploads/Modifications/Textures%20%26%20Anims%20%28Old%29/Subspace)


👍👍👍🌈🌈🌈🌈👍👍👍

http://janusking.tripod.com/

You most make update! (at least get rid of the flash elements ;) )


I can't deal with the constant (once every 20 years) pressure from the community.....