Author Topic: Subspace tunnel effect - NEW VERSION - Release  (Read 31493 times)

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Offline Spoon

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Re: Subspace tunnel effect - Release
Bumping this for prosperity
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline bigchunk1

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Re: Subspace tunnel effect - Release
Wow thanks for the bump, this is really something else. It gives you the feeling like you're going really freakin fast. Like you might crash into something... hard. Also a lot tighter, like you are actually in a subspace tunnel. Really cool effect, feels dangerous.

I could not run it in debug due to the assertion spam. Here's the tail end of the debug log if you want to see it, if you don't then don't worry about it.
It runs fine on a release build.
Code: [Select]
GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  31.905
Loading model 'subspace_small.pof'
BMPMAN: Found EFF (noisesmall01.eff) with 100 frames at 45 fps.
Model subspace_small.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX:  Warning!  Found invalid IBX file: 'subspace_small.bx'
IBX: Starting a new IBX for 'subspace_small.pof'.
Loading model 'subspace_big.pof'
BMPMAN: Found EFF (noisebig01.eff) with 200 frames at 30 fps.
Model subspace_big.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX:  Warning!  Found invalid IBX file: 'subspace_big.bx'
IBX: Starting a new IBX for 'subspace_big.pof'.
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
Frame  1 too long!!: frametime = 7.458 (7.458)
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
Frame  2 too long!!: frametime = 3.708 (3.708)
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
Frame  3 too long!!: frametime = 2.672 (2.672)
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:449
Freeing all existing models...
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Re: Subspace tunnel effect - Release
I really love this effect, except for the going backwards part. It reminds me of that MST3K line " Boldly backing away from where no man has backed away before!". :lol:
Could someone describe what needs to be done in PCS2 to switch it around? Or would renaming all the textures backwards do it?
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Offline Cobra

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Re: Subspace tunnel effect - Release
Or would renaming all the textures backwards do it?

Possibly, but you must really like torture lots of manual labor tedium and carpal tunnel.
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

 
Re: Subspace tunnel effect - Release
Well, how is it done in PCS2 then? Dragon said to turn it 180 on x or y and flip the rotation but I don't know how to do either of those things. The wiki has two articles on PCS2, here and here, and neither one helps you figure out how to use it. Could someone point me towards the documentation and then I could figure it out on my own?
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Subspace tunnel effect - Release
Double post for the  :bump:.

Well that was in fact quite tedious but not as bad as I thought. Once i got into a rhythm it practically did itself.

Here are the maps so that you are moving forward when you start the mission.


http://www.mediafire.com/file/0p5qi4rooy3wh9u/subspace_it_forward.7z
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline Sobbsy

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Re: Subspace tunnel effect - Release
I think it looks brilliant, but there are several things I reckon it would look better with.

1) It seems to lack a sense of 'scale'. In Freespace, when you're in the subspace tunnel and bearing down on the Lucifer, you feel like you're in this MASSIVE unending tunnel... It feels mind bendingly wide and infinitely long, whereas with this current animation it does feel more like you're just staring at a more or less 'flat' but pretty looking texture rather than being in some massively vast tunnel. The tunnel aspect is what I think appealed to me most about it in Freespace.

2) It's probably animated a bit too fast. In Freespace, the tunnel walls animated fairly quickly, the but the sheer 'scale' of it made it feel slower than it really was. That's an effect that I think absolutely needs recreating...

Just my 2c. I think it's a fantastic start. Also, the little 'bits' flying past the player in the video The E posted - are those the usual 2d sprites that are always zipping past you, or is that a starfield beyond the subspace tunnel that's just showing through because of transparency? I think those probably need to go to really consolidate the effect.

Man I sound like I'm *****ing, don't I?  :lol:

 

Offline DaBrain

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Re: Subspace tunnel effect - Release
Hmm, looks like I missed this one...

Well, here are my thoughts:

It does look quite nice. I don't mind that it looks a bit different from the original.

It's as inefficent as it gets though. 300 frames eating 150MB memory is just not good enough.
The texture res is too high.

Noisesmall01 looks already streched. You could reduce the height to at least 25% without too much loss of quality.
Setting the fps to 45 is also an indication for too many frames. If your effect is too slow, because you have too many frames, you shouldn't just speed it up, but do something about the numer of frames. Imo EFFs should never have more than 30 fps.


I know it sucks that we're stuck with frame animations for effects like this at the moment. This would be a perfect place to use texture translation and get the effect done with 2-4 textures at a perfect frame rate.
Since that already works for the thruster distortion, I'm sure it won't take long before we can use it for other effects as well.
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Offline Nighteyes

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Re: Subspace tunnel effect - Release
this release wasn't meant to be something final, I tested it out and thought it looked cool enough to release it so people know stuff like this are possible.
now that we have some more advanced shaders, its indeed possible to get the same effect/feel using shaders alone, this is why for now I won't be releasing a newer more efficient effect.
I know 300 frames at 1024x1024 rez at 150mb is really bad, but as I said, this is a proof of concept and wasn't made for use in anything else apart from testing, and whoever does decide to use this, its very easy to cut the frame count and resolution by half, I'm sure it will still look good then...

 

Offline chief1983

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Re: Subspace tunnel effect - Release
Totally Games called, they want their X-wing Alliance effect back.

Seriously though, this looks way cooler than that ugly blue blob thing they did in XWA.
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Offline Firstdragon34

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Re: Subspace tunnel effect - Release
The new subspace texture is just awesomesauce. The older model made a strange humming sound, just pointing that out.
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline mjn.mixael

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Re: Subspace tunnel effect - Release
The new subspace texture is just awesomesauce. The older model made a strange humming sound, just pointing that out.

 :wtf:

Models and textures have nothing to do with the sound played by the game.
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Offline Firstdragon34

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Re: Subspace tunnel effect - Release
*Sighs* Your right, mjn.mixael.
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline z64555

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Re: Subspace tunnel effect - Release
The new subspace texture is just awesomesauce. The older model made a strange humming sound, just pointing that out.

You sure that wasn't the power supply giving out? :p
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Offline Firstdragon34

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Re: Subspace tunnel effect - Release
I'm very sure it wasn't my power supply giving out. Go ahead and play the last mission of FS1. I'm quite sure it made a humming noise.
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline Cobra

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Re: Subspace tunnel effect - Release
Holy **** man, it's a joke. We all know there's a humming noise but it isn't part of the damn model. It's a bit of code that plays a looping sound when "Takes place inside subspace" is checked.
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 Firstdragon34

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Re: Subspace tunnel effect - Release
oh man! New member epic fail!
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline Rodo

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Re: Subspace tunnel effect - Release
New members have an allowed maximum number of epic fails of 6, so you are safe.... so far.  :P
el hombre vicio...

 

Offline Firstdragon34

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Re: Subspace tunnel effect - Release
I'll keep that in mind, Rodo.
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline JGZinv

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