Author Topic: New Nebular effect Idea  (Read 5541 times)

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Offline karajorma

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Re: New Nebular effect Idea
I think you miss my point. The skybox is static. It doesn't remove or rotate at all.

A ship called Astlayer is responsible for the moving asteroids. That's why multiplayer missions don't have the moving skybox. Ships can not respawn in the bounding box of another ship. As a result when we first tried it ships were respawning 200km away from each other.
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Offline Herra Tohtori

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Re: New Nebular effect Idea
Ah. I see, my bad. :blah:

So it isn't possible to set submodel rotation for skybox model? :nervous:
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Offline Turey

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Re: New Nebular effect Idea
I think you miss my point. The skybox is static. It doesn't remove or rotate at all.

A ship called Astlayer is responsible for the moving asteroids. That's why multiplayer missions don't have the moving skybox. Ships can not respawn in the bounding box of another ship. As a result when we first tried it ships were respawning 200km away from each other.

THAT's why arrrrwalktheplank spawns a friendly Scar insanely far away!
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Offline karajorma

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Re: New Nebular effect Idea
Wouldn't surprise me at all if that was the case. :) It's probably using MOVE_AWAY_BBOX same as the respawn code.
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Offline Nuke

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Re: New Nebular effect Idea
dont suppose it would be possible to hack the bounding box on that model so that its somewhere off in the middle of oblivion outside the mission area?
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Offline karajorma

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Re: New Nebular effect Idea
A better solution is simply to implement better respawn code that allows you to spawn in certain areas of space..
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Offline Nuke

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Re: New Nebular effect Idea
it would be nice to have a general feature that allows use of large background models. skyboxes are ok but a little bit too static. animated textures can do things like battle scenes in the background, but those are too costly. i think mission embedded background scripts would be cool. they would give access to skybox submodels as well as the old background system. you could script a nebula to grow bigger as you fly to it for example. the btrl asteroid ring could be embedded in the skybox, and animated with a couple lines of script.
« Last Edit: May 13, 2007, 01:03:04 pm by Nuke »
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Offline Krackers87

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Re: New Nebular effect Idea
Well, could we have glowing, flashing nebulae in the background, like what you see in, say, Homeworld Cataclysm?  If there are lightning bolts discharging in the gas clouds, a little flash here and there would be realistic, if it can be done.
There has been some of them released before, but they were of rather low quality, and regardless if it takes memory it would still be cool to have them used sparingly.
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Offline Nuke

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Re: New Nebular effect Idea
or just wait for shaders, and handle the effects procedurally. which is definately more effietient on newer video cards. older cards with minimal shader capability probibly wouldnt run them very well.
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