Poll

Well?

Yes
69 (80.2%)
No
2 (2.3%)
Maybe so
12 (14%)
Huh?
3 (3.5%)

Total Members Voted: 86

Voting closed: April 12, 2004, 05:12:47 am

Author Topic: New Subspace Tunnel Model?  (Read 51614 times)

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New Subspace Tunnel Model?
Quote
Originally posted by Rictor


They do, but AFAIK this has no bearing on the size of subspace. Its a seperate pof file with a fixed size.


try makeing your textures tranparant, I don't know about the rest of you but in the normal FS Subspace stars can be seen through the energy waves of subspace.
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Offline JarC

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New Subspace Tunnel Model?
Quote
Originally posted by Starfighter
try makeing your textures tranparant
No need, FS does this automagically in subspace missions.
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New Subspace Tunnel Model?
Quote
Originally posted by Shinobi
How goes this? Anybody working on it?
I found another Subspace pic.



now that's just plain awesome, but lets see it actually in game ;)

 

Offline Flipside

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New Subspace Tunnel Model?
I have a horrible suspicion that's done using a mathmatical wave function on the model, making the walls warp and flow :( (Yes, I think that classes as Geomodding ;) )

Gorgeous pic though :D

 

Offline Taristin

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New Subspace Tunnel Model?
Well, make the skins, and a subtley warped mesh may do the trick. :nod:
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Offline JarC

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New Subspace Tunnel Model?
just wait until bump-mapping is introduced post 3.6
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Offline Setekh

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New Subspace Tunnel Model?
Quote
Originally posted by Shinobi
How goes this? Anybody working on it?
I found another Subspace pic.



Wow, neat. Pity that's not what Freelancer actually looks like. ;)
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Offline Sandwich

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New Subspace Tunnel Model?
It should be possible to get that reflection off the walls in FSSCP though, which would be neat. As for ulundating (whatever) walls, could some smartly-constructted intersecting tunnel walls do the trick?
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New Subspace Tunnel Model?
You know, I wish I had my computer so I could at least try somthing for this...
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Offline Kosh

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New Subspace Tunnel Model?
I have a question: What kind of a performance hit is this going to have? Not all of us here (well, at least me) have these ultra powerful video cards.
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Offline Fineus

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New Subspace Tunnel Model?
I can't answer entirely - but I will say that you have to remember you're not rendering suns, nebulas, background nebulas or anything like that when you have a subspace tunnel. You're just rendering the tunnel (and everything else you'd normally find of course).

 

Offline JarC

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New Subspace Tunnel Model?
Quote
Originally posted by Kalfireth
I can't answering - but I will say that you have to remember you're not rendering suns, nebulas, background nebulas or anything like that when you have a subspace tunnel. You're just rendering the tunnel (and everything else you'd normally find of course).
but what you are doing is full-screen rendering of two rotating models with animated, transparent texturing applied
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Offline Fineus

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New Subspace Tunnel Model?
Ever seen ".the product"? IIRC they managed it there with minimal performance hits. At any rate.. we won't know how feasable it is untill we try.

 

Offline Taristin

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New Subspace Tunnel Model?
Quote
Originally posted by Kosh
I have a question: What kind of a performance hit is this going to have? Not all of us here (well, at least me) have these ultra powerful video cards.


GF2 Mx here, and barely any performance hit up to a ~2900 poly mesh. After that, though, it plummets.
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Offline vyper

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New Subspace Tunnel Model?
Isn't HTnL speeding things up Raa?
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Offline TopAce

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New Subspace Tunnel Model?
Quote
Originally posted by Kosh
I have a question: What kind of a performance hit is this going to have? Not all of us here (well, at least me) have these ultra powerful video cards.


It mustn't be significant, since there is HTL, which makes the game 4x faster.
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Offline Flipside

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New Subspace Tunnel Model?
Two things affect performance more than anything else, at least outside of memory management issues like Page files etc, and that's polycount, and texture resolution. The Subspace tunnel probably takes up around 400 polys (very rough guess). So four meshes would use roughly 1600 polys, hardly a back-breaker on any system. UT2K3 makes very frequent use of 1024 and 2048 textures, without performance problems on most newer cards.

I wouldn't think it would be a problem unless people got totally carried away.

The 'reflection' will be possible at some point after 3.6.

The moving walls are a little tougher, unless some kind of mathmatical function is applied to the vertices each frame, using interlinking pofs, I would have thought, would create clipping and texture problems :( This would, most likely, be considered geomodding, though bobboau has done stuff that jittered vertices about before, so I'm not certain.

 

Offline Taristin

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New Subspace Tunnel Model?
Quote
Originally posted by vyper
Isn't HTnL speeding things up Raa?


Well, yeah. That's what I meant. I used a mesh with 2900 polies (and since it uses two, that's 5800) and it kinda killed my frames, but the usual 400-800 poly 'chube' (haha@sarny) it runs at it's peak.

Quote
Originally posted by Flipside
So four meshes would use roughly 1600 polys, hardly a back-breaker on any system.  


Though you are right that four meshes would be that case, subspace is only two meshes. And I don't know if anyone has messed with multiple layers for the subspace pof...
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Offline Flipside

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New Subspace Tunnel Model?
Hmmm... sorry, somehow managed to post a reply halfway between 2 different questions ;) I meant 2 meshes and 800 polys, which is even better :)

 

Offline Rictor

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New Subspace Tunnel Model?
Wow, cool pic. That totally looks like ice. Like the inside of an ice-cave.