Author Topic: How feasible are PLANET models?  (Read 4106 times)

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How feasible are PLANET models?
I've been searching alternative ways to handle planetary backdrops that are not so static. Animated textures seems like the way to go as well as large textured planes (B5-Project Earth backdrop). I'm currently modeling a ringed planet for an animated render for texture use, but I was tempted to plop the model right in the game!

What are the size limitations and draw distance does Freespace work with? If I could find out those specs, I could at least make planetoids or localized nebulae.

 

Offline Lightspeed

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How feasible are PLANET models?
Draw distance used to be 150 km, with HT&L it's 30 km.
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Offline phreak

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How feasible are PLANET models?
its extended out to 10,000,000km now.
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How feasible are PLANET models?
there might be a problem with poly usage though, to get a convincing sphere and all.....
just another newbie without any modding, FREDding or real programming experience

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How feasible are PLANET models?
Whoa. So much for progress, in that arena. That is strange that it shrunk. Weren't there levels in Retail FS2 that were larger than 30km. Wouldn't HT&L builds muckk up it up? Anyways...

Thanks for the tip. I guess I'll make Mini Me's homeworld.

 
How feasible are PLANET models?
Whoa, insta-posts, I was responding to lightpeedwhen I finished typing that. Time to brush up on those typing skills.

 
How feasible are PLANET models?
10,000,000 km!!? I hope thats not an exageration. I suspected a sphere issue would arise. You suppose a 15k sphere would be enough for a convincing textured planet?

The point of this endeavor is to avoid a looped animated texture of clouds and to replace it with a rotating sphere utilizing the transparent alpha channels.



My bad Mr Kasperl
« Last Edit: January 08, 2004, 01:07:00 pm by 1582 »

 
How feasible are PLANET models?
uhm, Omni, no offence, but look to the bottom right of your post, a little button next to the "quote" one
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Nico

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How feasible are PLANET models?
Quote
Originally posted by Omniscaper
10,000,000 km!!? I hope thats not an exageration. I suspected a sphere issue would arise. You suppose a 15k sphere would be enough for a convincing textured planet?

The point of this endeavor is to avoid a looped animated texture of clouds and to replace it with a rotating sphere utilizing the transparent alpha channels.



My bad Mr Kasperl


15K? that's way enough. With 2K, you'll need to be quite close ( so close it doesn't fit completly in the screen ) to begin to distinguish the polys. That's 2K triangulated btw ( just tried in Max, I don't like giving numbers out of my ass :p ).
SCREW CANON!

 
How feasible are PLANET models?
Ok then, kool. 15k it stays. Is 60,000 meters or kilometer sphere within drawspace?

I tried a Truespace measurement of 6 meters and hit the multiply function in PCS by a factor of 10000 and I see nothing but the targeting reticle for the object. Fred shows that I'm outside its radius.

 

Offline redsniper

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How feasible are PLANET models?
just so you know, each mission takes place in a 1200 kilometer cube, so don't make any 60,000 km planets (60k m is okay tho)
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Offline Liberator

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How feasible are PLANET models?
Inferno already has a planet model.  And it looks damn good!
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Many names, but always me.

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Offline Nico

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How feasible are PLANET models?
heh? The planet doesn't HAVE to be in the playable zone :p
Well phreak says it's 10,000,000 so you should be able to put a real sized planet in there ( I have a couple like that actually, oe of them is a ringed planet, and I'm pretty usre that's the largest pof ever :D )
Btw, about the polys, if 2K is enough, don't go and put 15K! If you want a margin so you can be very close, put 3K et voila
SCREW CANON!

 
How feasible are PLANET models?
How do i place a planet outside playing zone, without being ignored by the drawing engine. Ugh, could you folks give me a link to existing planets, besides earth (joke). Need a reference.

On a side note, are alpha maps in DDS or TGA's strictly opaque and invisible? I was hoping that the greyscale would give different levels of transparency. But i am having trouble getting semi transparent surfaces. I made an earth textured sphere within a larger cloud textures one with alphas.

 

Offline Nico

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How feasible are PLANET models?
How do you place it? well, you put it in fred, far away from the player :p
SCREW CANON!

 

Offline KARMA

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How feasible are PLANET models?
IIRC it's transparency level, but it is not supposed to be used on models, it's just for backgrounds. From what said the coders, if you put transparency levels on models you just can't be sure of what will be the result, and the result may vary on different systems

 

Offline Carl

  • Render artist
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How feasible are PLANET models?
for a game a resonable resolution for a planet model should stay at 25 latitude by 50 longitude, or 1250 polys. no need to go higher than that.
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Offline Nico

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How feasible are PLANET models?
Well, seeing his ships are already unresonable, I don't think a  planet will change much to the total :p
SCREW CANON!

 

Offline aldo_14

  • Gunnery Control
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How feasible are PLANET models?
At long distance you could maybe use a mix of transparent and normal pixels for that sort effect.........  if the planet is far away enough it should be impossible to distinguish between the transparent & opaque regions.

 

Offline Nico

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How feasible are PLANET models?
In theory. But in fact, due to the screen lining stuff, camera rotation, etc, it just makes a big ugly thing, and the mipmaping makes it even worse.
SCREW CANON!