Author Topic: In-transit jump out effect  (Read 16033 times)

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Offline Cobra

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Re: In-transit jump out effect
What the hell are you talking about? Subspace vortexes aren't defined in the fireball.tbl. :wtf:
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Offline Herra Tohtori

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Re: In-transit jump out effect
What the hell are you talking about? Subspace vortexes aren't defined in the fireball.tbl. :wtf:


Yes, they are...

You can name the texture in the warp.pof to anything you want (I tested by naming it to "boogaloo", should it matter any bit at all) and the game will use the textures defined for the effect in fireball.tbl... namely warpmap01 and warpmap02 for normal and Knossos effect respectively.

Excerpt from retail fireball.tbl:

Code: [Select]
...
$Name: WarpMap01 ; Used for the warp in / warp out effect
$LOD: 4

$Name: WarpMap02 ; Used for the KNOSSOS warp in / warp out effect
$LOD: 4
...
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Offline Cobra

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Re: In-transit jump out effect
That's odd, I just looked in the fireball.tbl before posting and found only explosion entries.
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

 

Offline neoterran

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Re: In-transit jump out effect
Oh god, let's get this. This is awesome. I just got my old pc back up and running for freespace after giving up on a solid mac version. And it took me a half day to figure out what the optimal versions of everything were again. I settled on normal maps with 1112 and 1119 double shader setup (to avoid the nameplate issue) and the march Xt build. And the 3.6.10 betas. And it's significantly nicer than I remember, especially the new beams and the shivan shield effects, they look excellent. And thank GOD widescreen/reticle weirdness is fixed. That really sucked for a long time.

But this.... oh, the majesty.
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Offline Mobius

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Re: In-transit jump out effect
like a static star texture with a swirling edge

:welcomesilver:

Welcome to the HLPBB!!! :D

I think the effect should be boosted by a texture distortion...please note that the jump effect shows up many waves...
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Offline chief1983

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Re: In-transit jump out effect
Actually goober's complaint was my only one as well, it would be cool if the ship didn't disappear when you can see it going in, but did when viewed from behind the effect.  I'd hope to see that fixed somehow.
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Offline taylor

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Re: In-transit jump out effect
Actually goober's complaint was my only one as well, it would be cool if the ship didn't disappear when you can see it going in, but did when viewed from behind the effect.  I'd hope to see that fixed somehow.
I tried to do something like that with shaders, but it's not really possible in a compatible way with the current capabilities of the code.  What I was trying to do was to fade the ship away as it approaches the clip plane rather than having it disappear.  It would basically give the illusion of fog or something that the ship is passing into.  I never was able to get it working properly though.

 

Offline Herra Tohtori

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Re: In-transit jump out effect
Well, this is what it should look like IMHO:



Get it on full size, then watch it with eyes crossed; it should look as if the stars are at infinite* distance (along with subspace surroundings) and the subspace vortex is closer to the viewer so the parallax between the viewpoints shows that the stars are not glued onto the vortex' surface but instead are seen through the vortex...

Is it possible to somehow make a model that is only visible from the inside, then have an outside texture that is also see-through except on the vortex's place you could see to the "inside" of the sphere...?

Like this:

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Offline WMCoolmon

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Re: In-transit jump out effect
Actually goober's complaint was my only one as well, it would be cool if the ship didn't disappear when you can see it going in, but did when viewed from behind the effect.  I'd hope to see that fixed somehow.

I think that's the first time I've been mixed up with Goober...

I was thinking that it would be possible if you took advantage of RTT to render the ship once in the mission, and then again on the texture of the warp effect. The problems would be, first of all, you'd have to render a starfield, then the ship, and then clip the render using the effect (ie replace the alpha channel of the RTT texture with the effect texture). Second of all, I don't understand the math well enough to know right off how to make it look as if you were looking through the node, rather than at a flat texture. I think you'd have to move the 'camera' rendering the ship onto the texture.

But if you were able to do all that, especially the latter, you would have a very good starting point for doing Portals like in Portal or Prey. I'd say that it's worth undertaking, but I'm not taking it on right now.
-C

 

Offline Herra Tohtori

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Re: In-transit jump out effect
:necro:

Does anyone happen to still have this effect somewhere? I seem to have removed the file from my MediaFire account (if I even had an account at the time) and I don't have access to my own PC at the moment.

I could just make a new one of course, but still...
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Offline Colonol Dekker

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Re: In-transit jump out effect
What's an "in-transit jump effect?"
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Offline Herra Tohtori

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Re: In-transit jump out effect
It's a subspace vortex, except how it would potentially look while jumping OUT from the subspace, not into the corridor.

Basically, a swirling vortex of alpha masked piece of starfield. I had the effect uploaded along with a video of it in action, but MEdiaFire has eaten the links.

Zacam graciously offered to upload it as soon as he gets home, so it's being taken care of.
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Offline Colonol Dekker

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Re: In-transit jump out effect
Oh ok :)
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline High Max

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Re: In-transit jump out effect
;-)
« Last Edit: January 04, 2010, 09:18:48 pm by High Max »
;-)   #.#   *_*   ^^   ^-^   ^_^

 

Offline Kolgena

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Re: In-transit jump out effect
Eh? Wrong thread if we're discussing subspace mechanics.

One thing that struck me though, is the possibility of using the ends of the corridor as suns. I mean, it bothers the heck out of me when ships are pitch black (with no emissive light) in subspace corridors, even though the walls are swirling white/blue.

  

Offline Dragon

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Re: In-transit jump out effect
Increase ambient light in mission editor, it should help.