


In-game. This is the 1024^2 x 60 frames, but the low FPS was consistent throughout the mission due to 16xAA I have taken a liking to...
I used VA's model, and it seems the effect becomes a tad bit oversized this way (my subspace effect fills more of the texture than VA's effect - perhaps I should just resize that subspace model or make a new one...)
I aimed for Retail FS2 in-game effect impression more than anything else... It does not rotate at the moment, and I tried it with Axem's twisted UV-map model and it didn't look very good that way. Making the texture rotate would be problematic to say the least, because it would either have to have all frames for 360 degree turn, or alternatively the effect would need to be kinda "slice-tiled", so that when it has rotated, say, 45 or 90 degrees it would begin a new phase... but that would easily make the effect look tiled and I don't want that.
...Or. Is it possible to make a subspace vortex model with rotating subsystem(s)?

Discuss.
