Author Topic: Shockwave animations  (Read 4739 times)

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Offline StratComm

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It all depends on whether or not the graphics card supports modifying a graphic on the fly like that.  As far as I know, you'd have to apply a color mask to it before you sent the image to the card, which takes us right back to the graphics memory available to hold the explosion.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline DaBrain

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Although I doubt the result will be as good as completly pre-rendered shockwave, it's a very good idea.

But I think it won't save a much memory as you think. AFIAK full grayscale is still 8-Bit.
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Doesn't the lighting system essentially do that?

Hmm.  Do glowmaps have any effect on place where the texture is 100% transparent?  Might be able to jury rig something up with a standard shockwave and a very small, solid color glowmap that gets scaled or something.

Though, I'm probably suggesting things that the engine can't do or something.


Edit:  Oh, I wasn't really considering the size of the base map itself.  Not really much you can do about that, I figure.   The reason for all white was primarily because I figure white things take on the color of whatever light they're in, but say a blue shockwave in red light would appear black.  So, I was thinking more of getting 4 shockwaves of the same appearance but different color for the memory use of one.
« Last Edit: February 01, 2005, 03:20:58 pm by 2338 »

 

Offline StratComm

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The advantage is, in theory, that only one image is loaded into GPU memory and thus you only have one large animation file as opposed to several.  I don't think that's how it works, but that's the idea I seem to be hearing.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline taylor

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Quote
Originally posted by TrashMan
since when does 1 512x512 tga take up 1 mb.
Last time I checked it was around 200-300kb...

RLE compressed it may take up 200-300K but it can't be used that way.  It has to be uncompressed first.  Memory usage is computed like this: width * height * bpp.  A TGA with an alpha channel is 32-bits which is 4-bytes.  A height and width of 512 means that you need 512*512*4 = 1048576 bytes (1 meg) of memory.  The same formula is used to calculate memory usage for all image formats.  The only exception is DDS since it can be sent to the video card still compressed.  An uncompressed 32-bit 512x512 TGA should be about 1meg on disk.

 

Offline WMCoolmon

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Actually, the quarter shockwave idea would probably work pretty well, you could map the texture onto four different polygons - you'd even only have to draw one frame per frame, you could just rotate the polygons at different angles.

Lighting, specmapping, glowmapping, etc wouldn't really need to be applied either. And you'd only need to have one palette while drawing those four frames, and maybe you could batch all the explosions on screen to increase speed? I've just about hit the limit of my admittedly-sparse graphics knowledge...
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Offline TrashMan

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Cool...so it can be done?..right?
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Offline Mav

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Quote
Originally posted by TrashMan
Hmm...
Well..I would be just as happy if someone just did a slightly better version of the normal FS2 blue shockvawe....

Can't have them all I guess...


Umm... FS2-shockwave was more greenish. If you mean FS1 however (which indeed was blue), you can be helped - go to F2S, go to "modificatiions", and look for "Refined Explosion - By Mav ". :D
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Offline DaBrain

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Quote
Originally posted by WMCoolmon
Actually, the quarter shockwave idea would probably work pretty well, you could map the texture onto four different polygons - you'd even only have to draw one frame per frame, you could just rotate the polygons at different angles.

Lighting, specmapping, glowmapping, etc wouldn't really need to be applied either. And you'd only need to have one palette while drawing those four frames, and maybe you could batch all the explosions on screen to increase speed? I've just about hit the limit of my admittedly-sparse graphics knowledge...



If the code dosn't allow it, you can simulate it with the frames.
In the first frames the shockwave quarter is on the bottom of the image and it moves up slowly. It should look like the speed is increasing in-game.
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Offline TrashMan

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Quote
Originally posted by Mav


Umm... FS2-shockwave was more greenish. If you mean FS1 however (which indeed was blue), you can be helped - go to F2S, go to "modificatiions", and look for "Refined Explosion - By Mav ". :D


Downalod from where exactly? I couldn't find that shockvawe.
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Offline Mav

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Currently it's right at the top of that list, so it shouldn't take long to find it.
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Offline Woolie Wool

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Quote
Originally posted by StratComm
It all depends on whether or not the graphics card supports modifying a graphic on the fly like that.  As far as I know, you'd have to apply a color mask to it before you sent the image to the card, which takes us right back to the graphics memory available to hold the explosion.

FS already does this with weapon glows.
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Offline WMCoolmon

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Quote
Originally posted by TrashMan
Cool...so it can be done?..right?


I have no clue. :p

What you'd need to do is to change whatever-the-way explosion shockwaves are shown (could be by mapping a polygon, or a 2D image, I think it's the former). Rather than display them at the normal size, you'd display four versions, each rotated 90 degrees from the first. It'd be very similar to displaying four shockwaves at  the same time, but my 3D knowledge ends about the time you get past positioning stuff and telling FS2 to "model_render". Bobb or taylor would have to field this one.
-C

 

Offline StratComm

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If it is being mapped to a plane, then you could make a 4-quad plane and map the animation specially to all of the corners.  I think (since the shockwave doesn't clip) that it's being treated differently, but the 4-corners method is how I get better resolution out of anything I make with radial symmetry.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline DaBrain

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Quote
Originally posted by Mav
http://www.sectorgame.com/f2s/files/mods.php
Currently it's right at the top of that list, so it shouldn't take long to find it.



A 40 frame shockwave will look extremely stuttery for big explosions.
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Offline Bobboau

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Quote
Originally posted by Mav
http://www.sectorgame.com/f2s/files/mods.php
Currently it's right at the top of that list, so it shouldn't take long to find it.


there are a number of mods listed on that site with me as the creator to wich I beleive I am not. specificly:
Quarantine pack - unless someone repacaged some of my stuff, and used the name of another mini-mod
Weapons - I think hunter made these
GTVB Morta - I've never made a vasudan bomber

and the Polaris was made by Dark (though I did add pof data and converted it to FS2 many years ago, I seek no mention from this)

I've been in trouble due to things like this before, and I do not wish to relive that situation.
« Last Edit: February 09, 2005, 07:02:54 am by 57 »
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Offline Flipside

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I'll let Hunter know and see if he can change them if your that concerned, but I'm sure no-one thinks your trying to steal their glory, God knows you've got enough not to need to nick anyone elses ;)

 

Offline Bobboau

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you know it was actualy hunter's stie that got me in trouble the first time.
it was a long time ago, when I was still learning, I was converting the Polaris from FS1 to FS2 and adding all sorts of nifty POF data. I had asked Dark for permission to  distribute it, then all of the sudden DENYED! I got acused of stealing a background pack and I had a nasty news post posted about me on RA (Dark/wingnut/other's old site). turns out the thing had some sort of macro virus that had imbedded it'self into the doc file I used in the first mod I ever distributed, nasty emails were sent back and fourth, eventualy the situation got resolved, I got permission to distribute the converted model, and order was once again restored to the cosmos.
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Offline Mav

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Quote
Originally posted by DaBrain
A 40 frame shockwave will look extremely stuttery for big explosions.


Possibly right, but it worked quite fine for me so far.
And it really isn't that much more than an antialiased vesion of the FS1 shockwave (though still a bit more); simply because I got to play a bit FS1 again after years and realized that I liked that shockwave, even in its original low resolution.:cool:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)