Author Topic: Subspace tunnel effect - NEW VERSION - Release  (Read 31180 times)

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Offline Nighteyes

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Subspace tunnel effect - NEW VERSION - Release
strange, didn't know its possible to change the thread title...
anyway, as I said the moment I'll get it working I'll release it, so here it is!
this effect is quite demanding and would likely kill very old cards, I have a geforce 9600gt(pretty old these days) and it runs fine...
tell me what you think and post feedback :)

**
Finally had some time to work on this a bit, the effect is now 1024x1024 120 frames for subspacebig, and 60 frames 512x512 for subspace small, all converted to dds, tiling problem fixed is moving in the "right" direction, enjoy  :yes:
**
NEW download link:
http://www.mediafire.com/?qm5uxqlkir3akdb


download link: (old version)
http://www.mediafire.com/?t7xxv1d9onpi0xb

-installation:
-all DDS+EFF files should go in data/maps folder(not effects folder)
-POF files should go in models folder





--------old post--------
Hi guys, I was trying to create a moving tunnel effect in subspace, as it always seemed very static to me, after a bit of testing, I have tiling animated maps for the subspace corridor, and they animate in-game in a very cool looking way.
now, I'm posting this as I need help to fix something, there are "seams" in the tunnel where it tiles, I have no idea why because my maps tile perfectly, so I assume its more to do with the way it renders, or the way the model is set up...
when you guys help me solve this hopefully small problem, I'll release the effect in this thread :)

« Last Edit: February 21, 2012, 04:11:12 pm by Nighteyes »

 

Offline IronBeer

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Re: Subspace tunnel effect
Wow. Ok, I don't know anything about effects, but here's definitely hoping somebody can get that bug ironed out; that tunnel looks absolutely kick-ass!
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Offline Droid803

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Re: Subspace tunnel effect
looks like some kind of UV issue.
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Offline Rodo

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Re: Subspace tunnel effect
seems like a cylinder mesh, I've never done a thing as that, but maybe you need to get the original model and make the seams go away by uv'ing manually.
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Offline starbug

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Re: Subspace tunnel effect
Yeah, looks like thats were the seems are on the UV map,  as Rodo says think your going to have to do it manually, my 3d modelling tutor at uni says that when it comes to cylinders. Thats a cool effect though, reminds me of the hyperspace affect from stargate
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Offline Commander Zane

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Re: Subspace tunnel effect
That effects looks bamf, sans the issue you're having. Hope it gets fixed. :D

 

Offline mjn.mixael

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Re: Subspace tunnel effect
How does the retail effect do it? Is your map the same ratio as the retail effect?

If yours loops perfectly outside FSO, then it's a UV issue for sure.
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Offline Nighteyes

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Re: Subspace tunnel effect
yeah it loops perfectly outside FSO, its the same ratio(1024x1024 map), I'm pretty sure its a UV map error but I'm having problems exporting a new tunnel I made in 3ds max.
the original tiles the static "noise01a" map 3 times along the mesh, the place where it tiles is where the seams happen...

 

Offline Nighteyes

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Re: Subspace tunnel effect
I reconverted the subspace mesh, it did have UV problems indeed, now its all fixed, and looks perfect in-game, currently converting to DDS, will update the main thread with the release shortly :)

 

Offline Commander Zane

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Re: Subspace tunnel effect
Sweeeeet.

 

Offline Nighteyes

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Re: Subspace tunnel effect - Release
took the whole night to convert all the TGA files to DDS, first post edited with download link.

 

Offline General Battuta

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Re: Subspace tunnel effect - Release
This is the COOLEST ****ING THING

 

Offline Shivan Hunter

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Re: Subspace tunnel effect - Release
awesome subspace is awesome

one thing I noticed: it's not exactly seamless. There are small but noticeable periodic breaks in the animation every few seconds, mostly noticeable in subspace_big. I think they happen in subspace_small as well but if it does it's not as bad.

The effect is pure win though. Subspace missions just got twice as awesome. :D

 

Offline jr2

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Re: Subspace tunnel effect - Release
Sweet, downloading.  Any chance of fixing that small glitch?  I wonder if they'll put this in the MVPs / FSPort MVPs... ;7

 

Offline Commander Zane

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Re: Subspace tunnel effect - Release
:jaw:

  

Offline blowfish

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Re: Subspace tunnel effect - Release
:D Awesome, even if it reminds me a bit of Apple's RSS feed screensaver :warp:

 

Offline Sushi

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Re: Subspace tunnel effect - Release
That is indeed quite awesome. I did notice a couple of breaks in the animation too, and the effect was running backwards in "Good Luck", but still... very, very nice.

 
Re: Subspace tunnel effect - Release
Just to poke... I don't suppose anyone would happen to record a vid ya?  :)
I have created a masterpiece.

 

Offline Kolgena

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Re: Subspace tunnel effect - Release
Sorry for necro, but I just got pointed towards this from the FS1>FS2 thread.

Will this ever be optimized and included in the MVPs? It's aeons better than the current effect, despite being not quite canon.

 

Offline Spoon

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Re: Subspace tunnel effect - Release
Would like to see the noticable loop in it sorted out
looks great otherwise
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