Author Topic: S H O C K W A V E S  (Read 10611 times)

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Offline StratComm

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Do the shockwaves always come out in the same direction relative to the exploding ship, or do they mix it up like the sprite shockwaves do?  The flat map is extremely cool, but I think it'd be cooler if it came out perpendicular to the ship's forward axis, parallel to the breakup.  Wouldn't that make a bit more sense anyway?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Starks

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I like the idea of an event horizon disk shockwave... (Black hole formations anyone?)

I believe the addition of a z-axis to the shockwave ruins the effect. Stick to the x and y-axes...
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Offline Galemp

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Read the first post in the thread...

Yeah, Bob's set it up so all the shockwaves are in the same orientation. :mad: I hope he changes it.
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Offline Bobboau

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they should be useing the orientation of the shoockwave model, I was assumining this was being set to be the same as the weapon/ship/object that created it
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Offline Sandwich

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Offline Kazan

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all but that last one are pants - some are extremely FS1
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Offline Ashrak

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ok what theese need is a LOT more polys they look ugly right now
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Offline Fineus

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Pretty much what Kazan and Ashrak said. It's not for lack of effort - that's appreciated - but if we're going to go for top notch stuff around here, we'll need to do this right.

Bob, is there any way you can fade textures out at a certain gradiant? My thought being that although 3D, the texture shows up the extremely jagged and low poly model used (not much can be done about this right now). If the texture faded in and out then all you'd see was a blured texture fade in/out and the jagged lines just wouldn't be possible. Would that work?

 

Offline Bobboau

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ya, that could be done, not sure if it would realy look better though, why doesn't someone just make a 2000 poly geodesic sphere? it should work, and if it doesn't it should be made to work
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Offline Fineus

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Meh, if you can get higher poly stuff in game, that's fine by me!

 

Offline Fineus

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Oh, and for inspiration:






 

Offline Bobboau

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I'm trying to make a nurbed pers into game right now (nurbs mesh in TS converted into a normal mesh, no I'm not doing real time nurbs... yet) seeing if we realy can get 5000 poly meshs into game
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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I wasn't able to get the 5000 poly one to convert but the 1000 poly one was fine
1368 verts
1382 polys, many of them quads, all had to be triangulated during the load
4 of them in mission (+ golgotha, several drones and 4 polaris stations (wich is actualy several of them glued together think theres about 1300 in each)), absolutely no slowdown at all (an aparent 120 FPS), with somewere on the order of 12000 polys being drawen, that isn't that many, but the old system would have been about 10 fps (this is useing HT&L)
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fineus

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Any chance you can compile the code you used and stick it / the models - up here for trying? ;7

 

Offline Bobboau

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the model realy isn't that good the thruster is axily centered in the middle of the hull so when you arn't moveing at full speed the thruster is in the middle of you're ship, and it has none of the pof data so it's usless for actualy playing, but I guess I could post it

here

it's only good for looking at in the tech room though, and as I don't think a build of the HT&L engine has been posted yet (one (or more) of my libs is corupt so I'm not going to post one, as my exes lock up when you close them, this is not a source issue though, anyone else with a semi recent version of the tarball should be able to compile a build), you arn't going to see the same perfomence as me
« Last Edit: September 25, 2003, 05:17:11 am by 57 »
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fineus

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I'd just like to see the high poly stuff in game, that's all - but if it's not worth it at this stage then no worries!

 

Offline Bobboau

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well I posted the model, you can see it if you want
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Solatar

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I like it.

 

Offline J3Vr6

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I love that last one, the one w/ the original shockwave ani mixed w/ the new one.
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Offline Flipside

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I like that Animated shockwave mapped onto a flat sphere, very Undiscovered Country ;) Mixing animation and a 3d shockwave could produce some very nice results. I think the trick is making the shockwave not look like a geometric shape somehow?

Flipside :D