Author Topic: Valathil's Awesome Graphical Advancements  (Read 55488 times)

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Re: Valathil's Awesome Graphical Advancements
Um, wait, vertex deformation is easily doable?  Because that would actually help me a lot.  But you'd do that through a shader? 

 

Offline Bobboau

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Re: Valathil's Awesome Graphical Advancements
rather than focusing on specific effects you should be focusing on classes of effects, for example, the thruster effect right now uses a hard coded random texture,  it this was an animated texture then multiple modding teams could each come up with their own, the cloak has a wavy pattern, I am assuming is also hard coded, same deal, the less hard coded situation specific stuff you do them more flexible, and usable your stuff becomes.
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Offline Commander Zane

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Re: Valathil's Awesome Graphical Advancements
the cloak has a wavy pattern, I am assuming is also hard coded, same deal, the less hard coded situation specific stuff you do them more flexible, and usable your stuff becomes.
There is this.
http://www.youtube.com/watch?v=ZH7uMFQBIw4&hd=1

  

Offline Bobboau

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Re: Valathil's Awesome Graphical Advancements
point is it's hard-coded into the effect, not something based on an external file.
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Offline pecenipicek

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Re: Valathil's Awesome Graphical Advancements
Still, if a mod team sees that it's possible, they might ask for it :)
well, i did say, "unless a mod team asks you for it" :p
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Re: Valathil's Awesome Graphical Advancements
point is it's hard-coded into the effect, not something based on an external file.

Maybe a hybrid of Valathil's coded cloak and Mjn.Mixael's fred cloak to get different effects.
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Offline The E

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Re: Valathil's Awesome Graphical Advancements
point is it's hard-coded into the effect, not something based on an external file.

It's NOT hard-coded. It's coded into the shader which you can alter yourself. If you do not like this implementation, please, roll out your own.
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Offline TwentyPercentCooler

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Re: Valathil's Awesome Graphical Advancements
So I noticed that the shockwave and thruster distortions made it back into today's build, and I'd like to say they look fantastic. The shockwaves especially - it just gives them a lot more visual oomph. The Tev assault on Rheza station never looked so good.

I would like to note, however, that the thrusters are now appearing before or after a ship jumps and appear to be floating in space at certain times. Is this an unfortunate consequence of the feature as it's currently implemented (in which case it's not a big deal, because I'm sure it'll be fixed)?

 

Offline Nuke

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Re: Valathil's Awesome Graphical Advancements
point is it's hard-coded into the effect, not something based on an external file.

It's NOT hard-coded. It's coded into the shader which you can alter yourself. If you do not like this implementation, please, roll out your own.

do shaders follow the same rules of hierarchy that tables do? can you inherit shaders from lower in the mod hierarchy and modify certain ones based on mod requirements at higher levels?
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Offline The E

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Re: Valathil's Awesome Graphical Advancements
Yes, they follow the normal hierarchy rules.
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Offline Valathil

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Re: Valathil's Awesome Graphical Advancements
So I noticed that the shockwave and thruster distortions made it back into today's build, and I'd like to say they look fantastic. The shockwaves especially - it just gives them a lot more visual oomph. The Tev assault on Rheza station never looked so good.

I would like to note, however, that the thrusters are now appearing before or after a ship jumps and appear to be floating in space at certain times. Is this an unfortunate consequence of the feature as it's currently implemented (in which case it's not a big deal, because I'm sure it'll be fixed)?

its a consequence of rendering the thrusters at the end of the renderpipeline to avoid those nasty ati artifacts. therefore the custom clipping plane the warp effect provides is not availiable anymore. i think swifty is working on that cause soft particles currently have the same problem so when he fixes it i will piggyback my fix on his.
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Offline mjn.mixael

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Re: Valathil's Awesome Graphical Advancements
Really nice effect! A couple things..

The engine distortion seems to clip at a certain point. I've attached screens to show this happening.

Would you be interested in applying this to the standard FS warp? That blue vortex is screaming for distortion like this...
(Weapons like lasers and beams might be cool.. but at some point it's just effect saturation..) I'm happy with what we've got, but I figured I'd toss it out there.

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Re: Valathil's Awesome Graphical Advancements
There's still a bug I think on OS X that the custom clipping plane doesn't even work on the ship model itself.  I think there's a screenshot or video of it happening somewhere.
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Re: Valathil's Awesome Graphical Advancements
That blue vortex is screaming for distortion like this...
(Weapons like lasers and beams might be cool.. but at some point it's just effect saturation..) I'm happy with what we've got, but I figured I'd toss it out there.
Agree for the vortex, but i have to say that kind of distortion used around a beam's muzzle flash (having a distortion buble that expend and gain intensity while the beam heat up)  has to be damned awesome too :D
I would sell my sister for that!

Anyway great work grats on that Mr valathil!
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Offline Bobboau

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Re: Valathil's Awesome Graphical Advancements
It's NOT hard-coded. It's coded into the shader which you can alter yourself. If you do not like this implementation, please, roll out your own.

so if I wanted to give each ship a different cloaking disruption patern I could do that? I could assign a different texture to each?
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Offline pecenipicek

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Re: Valathil's Awesome Graphical Advancements
since the shaders arent yet appliable per object, no, you cant. You can however, manipulate the shaders on a per-mod basis.
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Offline Bobboau

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Re: Valathil's Awesome Graphical Advancements
so, if we were to allow different shaders per object, I would then have the ability to use a texture to define the disruption pattern? or would I have to think up a way to procedurally define it, and then write a complete shader for each ship I wanted to have a different style cloaking effect?
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Offline The E

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Re: Valathil's Awesome Graphical Advancements
Umm, yes, you can have different effects per object. That's what the ship-effect sexp is for. Basically, that sexp sets a uniform (effect_num), and then the shader can use whatever code you want it to. Look at the wiki page for post_processing.tbl for details.
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Offline pecenipicek

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Re: Valathil's Awesome Graphical Advancements
Umm, yes, you can have different effects per object. That's what the ship-effect sexp is for. Basically, that sexp sets a uniform (effect_num), and then the shader can use whatever code you want it to. Look at the wiki page for post_processing.tbl for details.
I wasnt aware of this. I thought that that was pending the material system. Shows how little i know.
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Offline Ace

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Re: Valathil's Awesome Graphical Advancements
I was wondering about applying a shader effect to add in the "sucking" effect seen in the BSG FTL:
http://battlestar-galactica.co/battlestar-galactica-ftl-jump-effect/

Right now we have the flash but a very fast shader effect where a 2d version of the ship is then "sucked" and fades into the flash after the model is removed would do the trick.
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