Author Topic: Localised Nebular Clouds  (Read 1730 times)

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Offline Mefustae

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Localised Nebular Clouds
I'm sure this has been asked before, but I fail to recollect previous threads on the topic [so stifle those groans, people].

Would the latest upgrades to the engine allow for the creation of localised Nebular Gas Clouds, such as those seen in the likes of Freelancer and soforth? While i've read that particle effects such as those needed to create a suitable effect in an SCP-worth fashion are somewhat resticted in the current engine, has anything come of the subject? Namely as I really want to have a campaign in which a Cruiser or 'vette escapes a Destroyer by hiding in a sensor occluding Nebular Cloud, all in the same mission.

Edit: Ach, this would probably have been better placed in the SCP forum, sorry lads. :blah:
« Last Edit: March 25, 2006, 04:06:29 am by Mefustae »

 

Offline Roanoke

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Re: Localised Nebular Clouds
you could do a Red Alert in the mean time.

 

Offline DaBrain

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Re: Localised Nebular Clouds
I have a concept for this. It requires a LOT of work!
You'll need at least two glowpointed models.

1. Model... well it's no real model. It has to be invisible. It's just the basis for a glowpoint. The glowpoint has to be big... very big. It simulates the nebula from the distance. It won't need lods.

2. Again it's only a glowpoint, but this time a lot smaller, but still really big. Lod 1 uses the glowpoint with a full sized nebula poof map. Lod 1 uses a smaller version and lod 2 doesn't have any glowpoint anymore. Lod 2 is the pure nothing.
You should probably add a lot glowpoints into one model. Like a matrix.


Now place these models some where in FRED. You'll need a few (5?) of the first 'model' and a whole bunch od the second one.


Now to the drawbacks:
-The performance will be worse than in a standard nebula.
-The poofs don't move or rotate
-There'll be no gas 'debris' floating around
-Did I mention it's a lot of work?
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Re: Localised Nebular Clouds
I've attempted this 2 years ago. The problem with that approach is poof orientation and  the way the glowpints multiply each other's brightness. Check out the pics of my experiment at the bottom of this thread. http://www.hard-light.net/forums/index.php/topic,27255.msg549263.html#msg549263

 

Offline DaBrain

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Re: Localised Nebular Clouds
That's what the lods would fix. You just have to set the lod settings to values, that make only two, or maybe three lod0 appear at once.
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Offline Herra Tohtori

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Re: Localised Nebular Clouds
Um, suggestion?

How'bout making a relatively dense asteroid field having something like no_collide (i don't know what it really is called) on the "asteroids" and having a texture of opacue color of choise? These "asteroids" would then move and form an apparent nebula. The movement of the asteroids seems to be pretty well suited for this kind of thing.

Obvious (?) problem - it should look good from outside but what will happen when you get into it and plunge inside the asteroid model...? Probably generates some intersection problems and stuff, I wouldn't know. Oh well. Just tell me would/could this work.

I'm not a modder or coder or anything at all - I'm just throwing wild ideas. I don't know what is possible, I just try to imagine what the results would be of doing something.
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Offline karajorma

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Re: Localised Nebular Clouds
I believe Nico suggested that approach years ago HT. I don't think anyone ever tried it though.
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Offline WeatherOp

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Re: Localised Nebular Clouds
Or you could use animated beam glows to make it looks as gases were mvong around, in fact you could probley even make lightning that way.
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Offline Cobra

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Re: Localised Nebular Clouds
Or you could use animated beam glows to make it looks as gases were mvong around, in fact you could probley even make lightning that way.

But whoever tries that needs to be careful, since beamglows can take up a lot of RAM...
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Offline Nuke

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Re: Localised Nebular Clouds
i have a better idea, make an asteriod field using a new kind of asteroid. rather than asteroits, make models with alot of random glowpoints and no geometry. it requiress very little work.
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Offline StratComm

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Re: Localised Nebular Clouds
There's still the rotation issue.  Glowpoints always render "upright" so while the poofs would swirl positionally they would always face the same way relative to the player.  And there's the additive quality of glowpoints, which further hinders usefulness.

Truth be told, if this was really something I thought people would use, it should be handled with dedicated code.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

  

Offline Cobra

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Re: Localised Nebular Clouds
unless someone uses that SEXP WMCoolmon came up with that spawns a nebula out of nowhere if you reach a waypoint or something. :nervous:
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta