Author Topic: Jumping (render)  (Read 6776 times)

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Offline KillMeNow

  • The Empire Lives
  • 28
nope i went to great effort so you couldn't see it on both sides cause then the tunnels will look like a cone and its the same size in real space as hyperspace so little point i wanted it to vanish into another realm - took alot of effort tot  make it do so without you being able to see the far side

as for the blyelines nope no bug they are part of the ships solar panels array catching the light combines with motion blur
ARGHHH

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
how many polys, looks like it could make it into FSO
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Offline DragonClaw

  • Romeo Kilo India Foxtrot
  • 210
Quote
Originally posted by Ashrak
yours is a cone .... or something iwth fractial noise and a gradient.....even I can make that :p


Go ahead then, I'd like to see you do it.


And OK KMN :)  Just making sure. I really do like it. Always been impressed by your work.

 

Offline an0n

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I demand a tutorial be written!
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Offline KillMeNow

  • The Empire Lives
  • 28
http://sv3.3dbuzz.com/vbforum/attachment.php?s=&postid=437544

little update found the texture to my ship on an old backup cd =)

the red is now done in lightwave so is fully animatable again =)
ARGHHH

 

Offline Sheepy

  • Raises Hell
  • 29
  • Mac User
:eek2: :jaw::jaw: OMFG!!! that is awesome!!! :jaw::jaw::eek2:
Kiss my Fluffy White Ass!

 

Offline DragonClaw

  • Romeo Kilo India Foxtrot
  • 210
Who would sign a petition to get the :jaw: smilie back?

Because I would most certainly use it, right now.

Yes.

Mm...

 

Offline KillMeNow

  • The Empire Lives
  • 28
if someone can spare the room aprox 1.1mb i have an aniamtion of teh wormhole  - not prefected the opening and closing yet and there is a minor niggle i have to sort out but  it shows wellit moving and deforming and also spins around so you see the transition  to it not being there (thats where the niggle is)

anyway anyone have 1.1mb of space to spare?

feel bad enough as it is using 3dbuzz site to host images but alas its alli have 9 or dont ahve as is the case) but either way it wont hold anythign this big
ARGHHH

 

Offline Sheepy

  • Raises Hell
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  • Mac User
i can host it at nodewars for you, send it to [email protected]
Kiss my Fluffy White Ass!

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Hey, if you can animate the warpmap, could you render an animation in head-on view?  I'd love to apply that to the warp.pof file instead of the lame one we currently have. :)
Freelance Modeler | Amateur Artist

 

Offline KillMeNow

  • The Empire Lives
  • 28
i could but i'm not convinced i could convince it to loop correctly

but if you tell me how many frames and at what res i could give it a try and see if  its anywhere even close to being loopable
ARGHHH

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Well, really, frames is however many it takes for you to loop it, and the resolution isn't really important either, so long as it's 256x256 or larger, right?

:) Coolness™
Freelance Modeler | Amateur Artist

 

Offline KillMeNow

  • The Empire Lives
  • 28
ok  i done some experimenting seems there is no basic loops on this procural that will reapear every so offen - adn the only way to amke it loop means it moves far to fast and destroys the coolness of it unless i were to make it about oh 5000 frames long or there abouts

now if you want i can render out no looped version - might be lucky and not eb to noticable
ARGHHH

 

Offline DragonClaw

  • Romeo Kilo India Foxtrot
  • 210
Hmmm, animations normally go at, what, 15 frames per second in FreeSpace2? Multiply the time the wormhole stays open in FreeSpace by the frames per second of the animation, and it should be fine if you render that many...

Not sure how long it stays open though.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Depends on the size of the ship and the speed it moves.

I suppose it _could_ keep running the entire time that the node is open, and not end until after, but it may make things like the Col leaving look funny?  I guess it couldn't hurt. :D
Freelance Modeler | Amateur Artist

 

Offline KillMeNow

  • The Empire Lives
  • 28
thought it varried dependsing on teh ships speed and size? - i doubt i should jstu render enough for all ships to get through without it looking but if the  loop occured maybe abit mid way through the normal jump the ship would objucre most of the wormhole and cover the shange

anyway  if you want it rendered out for fs jsut ask and i'll run out however many frames  you want in sequencally numbers jpegs then rar them up adns end them to who evr wants to turn it into an jump point
ARGHHH

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Ooh! Wee, Yes. If it's not a bother, try it.

Would about 60 frames be too much? I realize the original is only 24, but with the lack of looping, I figure that at 15 fps, 60 should last 4 seconds, which may be enough to get ships through...


Hmm, maybe 90 would be better? For the extra 2 seconds? Either way, if it's not a bother.  And 512x512 should suffice. :D  This'll rawk (mehopes)
Freelance Modeler | Amateur Artist

  

Offline icespeed

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hey, the wormhole mist looks really cool.

i like the pink one... :)
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