Author Topic: Playing around with the 3d warp effect  (Read 40283 times)

0 Members and 1 Guest are viewing this topic.

Offline neoterran

  • 210
Re: Playing around with the 3d warp effect
might have just been a one time thing for me..
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 

Offline S-99

  • MC Hammer
  • 210
  • A one hit wonder, you still want to touch this.
Re: Playing around with the 3d warp effect
Adding the bloom affect does make the obscurity of a subspace portal just perfect. But, yeah, this is done with hdrish adding a glow and bloom to everything, but also take note at the deimos coming out of subspace here.
It's obscured, but the deimos is not lit up like how it should be. It's just obscured coming out of subspace, and pretty much no lighting on the deimos...there is some, but it's very minimal which doesn't seem right for how bright and how much light a subspace vortex gives off.

Pnakotus was complaining about a problem like this only with beams and blob turrets(found here http://www.hard-light.net/forums/index.php/topic,41002.0/topicseen.html). For beams it was the fact that ships that get fired upon get lit up like a christmas tree, but the ship blasting the beam isn't lit up as brilliantly as **** since it's giving off a beam. Take note upon the same deimos firing versus it getting blasted and ye shall see a difference.


Obviously the front of the deimos should be lit up all green when it fires it's beams.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 

Offline Prophet

  • 210
  • The know-it-all
Re: Playing around with the 3d warp effect
Thats because the beam itself doesn't give off any light. Its the point of origin and the point where the beam hits that give off the light.
Couple of ways to test this: Create a situation where the beam passes near a ship without hitting it and see if the beam lights it up. And fire the beam off from a turret that isn't close to the hull. Like a multipart turrets on Orion. That way the point of origin is away from the hull, and should light up the hull (assuming the barrel isn't in the way), unlike the deimos where the beam is fired from a singlepart turret.
(Note that I have not tested it, and are unable to test it now 'coz I don't have FS installed. I'm just making conclusions)

Same thing with the warp lightning. Theres one point that gives off light. And that point is inside the incoming/outging ship.

I could draw it, but you're so smart that I don't have to. :)
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

 

Offline taylor

  • Super SCP/Linux Guru
  • 212
    • http://www.icculus.org/~taylor
Re: Playing around with the 3d warp effect
The warp light does apply to ships both going in and out of the warp.  It's very difficult to see going out of a warp though since the model obstructs the light source.  Making the light cast ambient as well as diffuse (all it does now) light makes it light up better.  The problem is that the ambient light looks a bit strange for some point light sources (lasers for instance), and we can't distiguish between what object the light is for at this point in the process.

I had experimented with this when I was redoing the OpenGL lighting code.  Based on complaints from testers this was one of the things I removed.  Though, I did make quite a few changes so perhaps the ambient light isn't as bad as there now as it was before.  Maybe I'll do up a test build with the ambient light set for points this weekend and see what people think.

And beams are "unique" light sources, meaning they only apply light to the object they are hitting or originating from.  The origin light is a little strange I think, probably needs to be projected a little further away from the model.

 

Offline neoterran

  • 210
Re: Playing around with the 3d warp effect
why is the warp effect sometimes teal, sometimes blue ? I prefer the blue one and I don't know why there are differing colors for certain ships...
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 

Offline Axem

  • 211
Re: Playing around with the 3d warp effect
Backslash: I'll see what I can do. Although the fading was done by adding a fade-to-black dot in every graphic file. It had nothing to do with the model.

neoterran: Do you mean the Knossos warp effect? It's a special case that you have to activate in FRED. Normally they'll always be blue.

 

Offline Prophet

  • 210
  • The know-it-all
Re: Playing around with the 3d warp effect
Unless you have enabled the features for TBP in the launcher, in which case the colour differs wheter the ship is incoming or outgoing.
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

 

Offline neoterran

  • 210
Re: Playing around with the 3d warp effect
Unless you have enabled the features for TBP in the launcher, in which case the colour differs wheter the ship is incoming or outgoing.

Yes, i had, when I was checking TBP out. Thanks so much for mentioning that, I was unsure as to why that was happening.
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 

Offline neoterran

  • 210
Re: Playing around with the 3d warp effect
Taylor's new build (which is for some reason posted in the other Warp Effect thread) fixes some of the lighting issues mentioned above.

I think one of the nicest things about the new swirling 3D warp model is the fact that the bowl part of the warp model looks smooth, whereas the other, shimmering effect had some very nasty edges. This bowl makes it look really neat when ships come out and you're looking at a certain angle.
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 

Offline taylor

  • Super SCP/Linux Guru
  • 212
    • http://www.icculus.org/~taylor
Re: Playing around with the 3d warp effect
Here's the link to that test of the updated lighting code, for those too lazy to find the other thread: http://icculus.org/~taylor/fso/testing/light_test.rar

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Steam
    • Twitter
    • ModDB Feature
Re: Playing around with the 3d warp effect
Noted that with light_test.rar exe and a_subspace.vp the issue of ass-ends of ships on warping in showing up 'early' no longer occurs. (and yea, is that subspace swirly thingy seck-say! w00t! )

On an unrelated note, now all missiles/bombs in loadout spin on center (with this exe build) except for the Harpoon, Trebuchet and Stilleto II. Haven't looked at FS1 missiles yet.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline taylor

  • Super SCP/Linux Guru
  • 212
    • http://www.icculus.org/~taylor
Re: Playing around with the 3d warp effect
... except for the Harpoon, Trebuchet and Stilleto II ...
Those missiles have hi-poly techroom versions that get used instead of the normal in-game models.  The probably is that those special tech missiles were setup strangely to try and rotate on center, a way that they probably shouldn't have been.  I think that there will be fixed versions in the next MediaVPs.

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: Playing around with the 3d warp effect
Is there a way of assigning a glow to a wormhol entry that ligh5ts up the entering / leaving craft?
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline Cobra

  • 212
  • Snake on a Cain
    • Skype
    • Steam
    • Twitter
Re: Playing around with the 3d warp effect
Well, he COULD make it a subobject?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Re: Playing around with the 3d warp effect
Cobra: No idea what you are talking about. Make what a subobject? Pof-based glowpoints do NOT cast light in any way.
Freelance Modeler | Amateur Artist

 

Offline Cobra

  • 212
  • Snake on a Cain
    • Skype
    • Steam
    • Twitter
Re: Playing around with the 3d warp effect
meh. guess that's out of the question then.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline sabaoth

  • 23
Re: Playing around with the 3d warp effect
So, do you just extract this VP into the main FS2 directory with the others and it should work?

I'm running version 3.6.8, and I installed this effect, but there's no change on the portals.. -.-

 

Offline Axem

  • 211
Re: Playing around with the 3d warp effect
You don't need to extract the VP, you can just put it in your root or whatever mod directory you're using. It is named so it will override any other VP's, but stuff in /data/ can still override that.

 

Offline sabaoth

  • 23
Re: Playing around with the 3d warp effect
I mean, extracted it from the rar.

 

Offline Mars

  • I have no originality
  • 211
  • Attempting unreasonable levels of reasonable
Re: Playing around with the 3d warp effect
If that's where your other VPs are, yeah