Author Topic: How feasible are PLANET models?  (Read 4077 times)

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Offline Woolie Wool

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How feasible are PLANET models?
I love planet models. The way they interact with the light and really look 3D makes them ten times better than background images. If I can get a modeler on the Starforce team (hint  hint), I'll have full-sized 3D models of the planets Savara, Tyrian, Deliani, and maybe Erigone made (I already have Earth from Inferno).
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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Offline RandomTiger

  • Senior Member
  • 211
How feasible are PLANET models?
Quote
Originally posted by PhReAk
its extended out to 10,000,000km now.


If its set to high it can degrade the effectiveness of the z-buffer I believe.

 
I failed to make a viable deathstar (the battle versus size and siccessful interactivity). If I made it total size, Fred crashes, half size fred works but in game it's crap and you fall through the planes. Making it small eough to work with means you ruin the illusion of size...

Experiemnt number two was a major success though. I designated a sphere to be  a moon and used a lunar texture on it 360degree wrap. next I scaled it to be about 25km around. next I had Zentreadi warships atttack it. success! I even made the planet warp out before destruction (seeing that huge jump point form and the planet get sucked in was great, especially as teh zentreadi was STIL firing at it even though it was gone, until teh warp point closed completely. heeh Better luuck next time boys!

  Now my question. we CAN make planets (even in retail) BUT so what? you would need to alter teh sphere to have destructable/targetable points:  like cities, bases, resouces, planetary defenses... right?  

   BTW I scaled down my mooon and called it "Moon Base Alpha" it's about 4km across and looks cool when I made 11 star destroyers pummel it until they killed it 5 mins later (even a small moon has lots of Hit points!

l8tr!
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline Lightspeed

  • Light Years Ahead
  • 212
How feasible are PLANET models?
Quote
Originally posted by PhReAk
its extended out to 10,000,000km now.


Since when? Weren't there problems with the z-buffer? Does the 12_05 exe have this implemented?
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Offline StratComm

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How feasible are PLANET models?
I was under the impression that skyboxes were designed for things like planets, which should always be at the same heading no matter where in the battle zone one is flying.  A far-clipping plane at 200k-300k meters would have sufficed, but if it's been bumped all the way up then that's fine too.  The HT&L limit was too low, but only by about one order of magnitude.

As for targeting cities and such on a planet, one must ask why.  You'd never get that close in a space sim, and if you did you'd throw any attempt to remain in reality right out the window.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
How feasible are PLANET models?
skyboxes, to me, are meant for nebulas, noty planets.
as for targeting cities, well, they do so in starwars, no? :p
Of course, starwars and realism...
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Offline phreak

  • Gun Phreak
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How feasible are PLANET models?
Quote
Originally posted by RandomTiger


If its set to high it can degrade the effectiveness of the z-buffer I believe.


only for 16-bit ones.  i put the near plane at 1m to help improve z-accuracy far away.
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How feasible are PLANET models?
Whoa, z-buffers and stuff. I lost you folks a couple of threads back. How many meters should I make the planet model. I use PCS and Truespace. Should I make the goal size in Trusepace or should I multiply it via PCS.

Where should I place the planet in Fred? Because the 12/05 build I'm using is not displaying the planet at all. I'm quite sure I placed myself outside the planet''s radious when creating the scene in Fred.

 

Offline karajorma

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How feasible are PLANET models?
AFAIK the 12-05 build won't show the planet at all. I think Phreak has fixed the problem but no one has released a build with the fix in it yet.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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How feasible are PLANET models?
:wtf: Phreak HAS released it. SCROLL UP AND LOOK AT HIS SIGNATURE! :wtf:
http://www.swooh.com/peon/phreak/

The "Inferno build" on Phreak's site has the fix. I made a custom test mission with a Planet Earth in it with the FRED included with the "inferno build". IT WORKS --- FRED does show the planet, and its visible ingame using the game exe inferno build as well.

the problem is that the planet from Inferno is so big you have to manually input the coordinates for the planet and set it to at LEAST 10,100,000 units away from the player ship, give or take. (That's for the earth model though, your mileage may vary!)

 

Offline karajorma

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How feasible are PLANET models?
Preaks sig has been pretty much the same for the last couple of months so there's no way to tell except by clicking on it every couple of hours.

It used to point at an older version that hadn't fixed the problem. Stick around for a few weeks and you'll see why I didn't notice it. If it's not announced most people miss it.

Oh and there is no need to shout. You'll get a bad rep pretty quickly doing that .
« Last Edit: January 11, 2004, 01:55:33 pm by 340 »
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Offline phreak

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How feasible are PLANET models?
yea i know i don't update my sig. i should do it more often
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