Author Topic: And now for something completely different...  (Read 5784 times)

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And now for something completely different...
It is a very nice effect. I'm not 100% sure, but it looks like it's using the new texture on jump-in, but the old one on jump out.  May just be a trick of the light, but it certainly looks more greenish on exit.

Edit:  Works right if I turn off TBP warp effects in the launcher.  If they're on, you get the new effect on jump in, and the old one on jump out.
« Last Edit: January 12, 2005, 07:09:42 am by 2338 »

 

Offline Lightspeed

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And now for something completely different...
Quote
Originally posted by FireCrack
I still would like to see somthing more like the FS1 endgame lucifer warphole.

But this is preety nice.


I tried approximating my favourite cutscene jump-effect, the one from the FS2 Bastion movie. However, to get it entirely "right", I'd have to rework it completely, and would need quite some code alterations to get things working as they should. I cannot create a "gas cloud" around the actual vertex as is shown in the cutscenes. And the glow size would have to be customizable. To get it right "model-wise" would be another problem.
Modern man is the missing link between ape and human being.

 

Offline pyro-manic

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And now for something completely different...
Bee
you
tea
full

Excellent work as always, LS. :yes2::cool::yes:
Any fool can pull a trigger...

  

Offline DaBrain

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And now for something completely different...
AFAIK lods are pretty useless for EFFs (DDS).  (No difference in performance, but a difference in memory usage.)
And btw lod0 looks pretty blured. I don't think you'll gain quality over the lod1 one with the high-res version.



The effect is pretty nice. :yes:
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Offline taylor

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And now for something completely different...
Also the warp will only ever use LOD0.  It's going to load all of them in memory but will only use LOD0.  Hardcoded value for some reason.

 

Offline Lightspeed

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And now for something completely different...
Does it? ****e. Could have saved me the trouble of LODding it, then.

DaBrain: Yes, the map is specifically only detailed to half its size (also mentioned in the readme). It's at the size it is merely to lessen the influence of compression artifacts.

It has absolutely no more detail than LOD1, but if you used it at the scale of LOD1, compression artifacts would become much more of a problem. And since the Jump Effect is stretched to unnatural proportions (just look at the jump-in of a Sathanas) this makes a huge difference.
Modern man is the missing link between ape and human being.

 

Offline DaBrain

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And now for something completely different...
Ah. Got it.

I did that myself a shockwave a while ago.

What kind of compression are you using? Nvidia type DXT1 or S3 type S3TC?
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
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Offline Lightspeed

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And now for something completely different...
Messy DXT1 :)
Modern man is the missing link between ape and human being.