Author Topic: missle lock thingys  (Read 2207 times)

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Offline Bobboau

  • Just a MODern kinda guy
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I made these a long time ago and I don't feel like converting them to the correct format, but I thought some people would like them and useing virtualdub get them into avi format
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DEUTERONOMY 22:11
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Offline Bobboau

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and you might like to see an effect I'm planning for BWO, look at the docking pad of the station, note the depth
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DaBrain

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Wow the effect is pretty cool :yes:

How did you do that? (How many textures does it use?) :)
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Offline aldo_14

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Quote
Originally posted by DaBrain
Wow the effect is pretty cool :yes:

How did you do that? (How many textures does it use?) :)


Looks like multiple layers of textures with alpha transparency to help create the illusion of depth.  Hard to actually make out anything from that clip, tho.

 

Offline Taristin

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Yeah, I'd have to agree with that. It does look like there's depth, though. Which is cool and all. But making all those targas with alpha transparency would be too difficult for me. >.>
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Offline Liberator

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Those lockons are cool, but they'll need some work to be usable.  I don't have the skills to do it anyway.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Lightspeed

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The first lock-on rocks.
Modern man is the missing link between ape and human being.

 

Offline Rictor

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screenies?

 

Offline aldo_14

  • Gunnery Control
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Quote
Originally posted by Raa
Yeah, I'd have to agree with that. It does look like there's depth, though. Which is cool and all. But making all those targas with alpha transparency would be too difficult for me. >.>


Nah, it'd be piss easy.  Those look like the arcadia maps, which are mostly straight lines IIRC - ideal for making masks.

;)

 

Offline Taristin

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I guess. Mayhaps I'm just too lazy:p (Or I don't actually know how to do alpha transparency, unless it's the same as alpha environment just on the texture file.
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Offline Bobboau

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there's four layers in it, and it's just an alpha mask, it looks almost exactly like that in game wich is realy cool when you fly over the surface, maybe this would give someone some ideas for an HTL Arcadia
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Lightspeed

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Cool cool. A way to simulate displacement mapping :D

However, I fear its definately not gonna do the performance any good, making you use more than four times more texture space.
Modern man is the missing link between ape and human being.

 

Offline aldo_14

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Not if it's the same texture used 4 times with a position tweak, unless imverymuchmistaken.

 

Offline DaBrain

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And how does it work?
I'd like to try that one myself.
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Lightspeed

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You have a model with four "hulls" over each other. Parts of the textures from the outermost hull are transparent. Inside these parts you see through to hull #2. In those spaces, some parts from hull #2's texture are transparent, and you see through to hull#3. In these little areas, hull #3 will have some transparent spots, letting you look through to hull #4.

aldo: Same texture with tweaked positions won't work for most textures or ships, sadly.
Modern man is the missing link between ape and human being.

 

Offline Liberator

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How heavy is this computer-resource wise?  If it can be done on a wholesale basis with next-to-no-impact FPS wise, this could be used to create the illusion of depth in Fighterbays on warships as well as dynamic hull details on everything.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline karajorma

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As far as I can see it's no more resource intensive than a few polys per layer as far as modelling goes. Textures are another mater completely. If you UV map the layers and put them on the same map as everything else there will be no cost at all. Start using seperate maps and it's going to cost you for each one. (I'm assuming that alpha  channels still work when both parts of the model are textured from the same texture.)
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Offline Bobboau

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the more you use the effect the less inefecent it would be, as stated it uses four textures in two relitively small flat places, useing the same texture would help but the diferent layers realy sort of need to be in diferent subobject in order to give you any controle, though that would be less important if you only used fully transparent / fully opaque alpha
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

  

Offline Taristin

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You could easily use one map, if you seperate the arcadia parts on a different map, and alpha mapped it that way. So you could have one texture for the multiple details.
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