GAAAAAAAHHHH X² ugggglllyyyy. Seriously, X²'s nebulas are the most retarded thing I've ever seen. They both look and feel absolutely crappy.
Originally posted by Bobboau
we'd need full real volumetrics, wich would basicly require re-writeing the entier texture system becase it's completely inflexable and insaine.
maybe I should try puting FE2's texture system into FSO, it's set up for maximum memory efecency and use flexability.
eh, I'd rather have RT around before mucking about with that monstrosity
We wouldn't. Freelancer does not use volumetrics for its nebulas either.
Now what Freelancer does is the following:
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A general shape is specified (sphere, ellipsoid, cube, whatever).
The game will calculate the edges of the nebula region, and place textures there (flat thingies), you can reference which textures should be used. Now, the textures will fade in and out, depending on your position looking at them. If you look from say, the left side, you will only see the side texture (stretched to fit the shape), if you're on top of it, you'll only see the top/bottom texture, stretched to the size of it.
Additionally to those textures, theres several smaller ones, that get placed around the nebula. They're rendered to always turn to your viewpoint, and make for soft transistions of the nebula with the surrounding space.
When your ship enters the specified region for the nebula (i.e. is very very close to the flat texture displayed), a solid color layer fades in (as in, overlay to the whole background). As soon as youre inside the nebula the distance-fogging is activated (i.e. ships will "fade" to the background colour with distance, as in the FS2 nebulae) and poofs appear next to your ship. They continuously keep to get spawned (fade in, fly by, fade out) so it'll look like flying through a cloud. That's basically it.
There's also the option to use "clearings" inside the nebula, where you specify a shape / model, which is then placed inside the nebula. As soon as you enter said object, ALL nebula conditions (background colour, poofs, etc) get switched off, and you'll be flying inside the model, looking at textures resembling the surrounding nebula placed on it's inner surface.
If the post isn't too clear, I can make some screenies to show what I mean :-P
Anyway, it's a damn good system to do "volumetric" nebulae, compared to X²'s ****ty way of simply using some poof images and have them rotating all the time O.o