Author Topic: new jump node needed  (Read 2705 times)

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Offline Bobboau

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new jump node needed
ok, currently we're reverting to the old STL code to render jump nodes, this makes then the slowest rendered thinig in the entier game, one jump node in mission costs my ATI Radeon 9800 pro 10 fps, despite being nothing but an extreemly low poly un textured _wire frame_. so I need someone, or someones, to make a good new jump node model, a new model is needed becase, as odd as this sounds, it actualy would be extreemly complicated to get the old node model working, and I'm not going to go through the unnesisary complication, just for jump nodes (if untextured wire frames were used any ware else I'd think about it, but there not).

so you have the following limitations:
*the new node must be entierly made out of triangles, if it isn't the model reader will make it so, and it won't look like it's suposed to.
*it must be textured, give it a 1X1 green if you have to, but it must be textured, you have the option of giveing it something more complex though if you'd like and I think that could be cool
*fully smooth shade it, we're useing Index buffers now so I don't want to waist any band width, seeing as this is just going to be used for rendering, you don't have to use PCS if you don't know how to get it to do full smooth shadeing.

here is a build with a simple sample node
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Offline Taristin

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Why not just take the pof, put it into 3dmax, and use the lattice modifier on it?
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Offline Bobboau

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becase I wanted to give people an opertunaty to make a cooler looking node model that would become standard issue for SCP releses
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Black Wolf

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A Cooler looking node? :wtf: It's a HUD projection - it's not supposed to look cool - the current one looks just about exactly right IMO.
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Offline Rictor

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bob: great idea.

  

Offline Liberator

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Quote
Originally posted by Black Wolf
A Cooler looking node? :wtf: It's a HUD projection - it's not supposed to look cool - the current one looks just about exactly right IMO.


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Offline Lightspeed

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Wrong.

He indeed means the node model.
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Fascinating. I can think of tons of ideas for this *EDIT:No i can't!*...one of which being simply a sphere with wireframe green edges...I always thought that a wireframe sphere might be more interesting than your standard jump node...

...or, go for the Babylon 5 look and make straight-looking green wireframe gates =)

Or a gigantic smiley face.

Um...I'm stumped...LOL. Out of ideas already atm, ill get back to you :)

 

Offline WMCoolmon

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Asking for the FREDders here, does this mean it'll be possible to change the color of the jump node to represent its 'status' in the story?
-C

 

Offline Bobboau

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eh..mmm, no...
is that something that a lot of people realy realy want?
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
well, if you're gonna make it a model, may as well give it model features right? although I imagine it'll just be one big glow map for the whole model so it doesn't ever get effected by light sources ;)

 

Offline Knight Templar

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Dude, no. The wiremap is exactly how it's supposed to be. Don't **** with the node model.


:p
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Offline WMCoolmon

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Quote
Originally posted by Bobboau
eh..mmm, no...
is that something that a lot of people realy realy want?


I haven't heard anyone ask for it, but I can remember a mission or two that involved an unstable jump node stabilizing. It'd be a nice touch IMHO. :)
-C

 

Offline Rictor

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heyyyyy now there's an idea. Glow map the relevant sections (if its still going to be a wireframe), so make it looks extra nice. I never even though of that, its such a no brainer.

 

Offline Lightspeed

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Dont map the node model at all. That would be pointless and ugly. Keep it to wireframes.
Modern man is the missing link between ape and human being.

 
no, ugly would be a node model that's effected by lighting because you decide to make it out of a mesh... it's supposed to be a HUD overlay, not something actually floating out there in space... and as a HUD overlay, it needs to glow

 

Offline Lightspeed

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The nodemap IS, WAS and will always BE a model.

Still, this does not affect the way its rendered.
Modern man is the missing link between ape and human being.

 

Offline DaBrain

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Quote
Originally posted by Lightspeed
Dont map the node model at all. That would be pointless and ugly. Keep it to wireframes.


I alway wanted to see glowing lines in FS2.
This could be done by giving the node textures, aswell as all the other lines.

Like this:


 
The texture would look like this:



Alway turned to the viewer.
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Offline aldo_14

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Quote
Originally posted by DaBrain


I alway wanted to see glowing lines in FS2.
This could be done by giving the node textures, aswell as all the other lines.

Like this:

http://www.ystart.net/upload/20040604/1086369463.jpg
 
The texture would look like this:

http://www.ystart.net/upload/20040604/1086369770.jpg

Alway turned to the viewer.


What happened to Sticks' (IIRC) 'overburn' effect?

 

Offline jdjtcagle

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No, just leave it all alone...
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