Author Topic: Nicer nebulae.  (Read 28666 times)

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Offline sigtau

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Totally agreed, if you can get rid of the pop-in you've got the perfect nebulae.
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Offline Raven2001

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Not just that, but ambient light as well. It makes sense that with so many particles around, light would bounce from all sides, and radiate objects with its color. Same goes for subspace tunnels by the way, wich are somewhat of a light tunnel. (don't know if this issue is solved through good fredding though)
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Offline Luis Dias

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the first one looks exactly like what you see in the intro

So it's even more canon than the original pofs! :)

Nice indeed!

  

Offline Cyborg17

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Not just that, but ambient light as well.

Ambient light is already in Fred.  The light which shines on ships comes from two sources.  One is the sun(s) in the level and which have their color set with tables, and the second is ambient light, whose color and intensity are set in the background editor.
« Last Edit: November 12, 2011, 12:01:03 pm by Cyborg17 »

 
Ok, this is the situation: I can do convincing dense and thin nebulae. It's the in-between that's the problem.

This is the setup: I have some well chosen poofs which interact well one with the other (I may even animate them later, although that may not be necessary). For the background I use a skybox with a very dark (because it is additive to the distance fog) and blurred image. This just emulates distant lighting variance in the nebula. You don't want a detailed and well defined image here - imagine a Sun behind a very dense cloud on an overcast day. You won't see its shape, just a lighter patch of sky.

So these are the options:

1. Very dense nebulae. Just poofs with no skybox. Works very well. There is no more pop-up than in the original game (since it's the same thing, just different image maps). Asteroids look good.
Problem: thrusters, lasers, beams, explosions and other glowy things don't get obscured by the fog (they don't get obscured in the original game either).
2. Very thin nebulae. Poofs+skybox+very high maximum fog distance (I can do this via objecttypes.tbl, thanks for the advice).
No pop-up for anything except asteroids, since I can't control them in objecttypes.tbl, or don't know how. On the other hand, glowy things look fine, since they don't need to be obscured by the fog.
3. Moderately dense nebulae. These would look the best if they didn't have the most problems. Poofs+skybox with dark and blurry image. This ads another layer to the nebula and gives it more dimension. However, objects will pop-up, as you've all noticed.
What is annoying here is the fact that I am pretty sure that pop-up is a vestige of the times past when they were trying to preserve framerates in the nebulae, and absolutley unnecessary for modern machines. I'd pull a guess out of my a** that it's just a single switch somewhere in the code, or something like that. As i said, if you look at the table example here:

http://www.hard-light.net/wiki/index.php/Objecttypes.tbl

you will notice something like this:

$Fog:
   +Start dist:            10.0
   +Compl dist:            500.0
   +Disappear factor:      1.5

Start dist and Compl dist control the minimum and maximum fog distance for a ship type, however if I try to use the disappear factor, the game will report an error for some reason. And it sure looks like something that could be used for controlling the pop-up. So if anyone can help with this...
Also, glowy things are again not obscured by the fog.

I will post some videos and images later when I have the time so you can see what I am talking about.

Concerning the ambient lighting, I already boosted it up in fred, it just looks too dark in the youtube video because compression will do that sometimes. Although ambient lighting is usually evil, in this case it works because most models have baked-in GI so it basically just brings that out, as it should in a diffuse lighting setup like nebula.

I've also seen someone coded crepuscular trails recently. Combine that with the setup I have here and you'll get nebulae which can almost pass for volumetric. Perhaps I'll try to contact the guy later.

tl;dr
I am aware of the pop-up, if anyone can help with that, please step right up. Thanks.
« Last Edit: November 12, 2011, 12:33:14 pm by devi1sdoz3n »

 
I think what you need is the "Fog Near Multiplier" and "Fog Far Multiplier" as discussed in this thread. I couldn't find anything on it in the wiki but it's in there as of Revision 7507.
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Offline Sushi

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I think what you need is the "Fog Near Multiplier" and "Fog Far Multiplier" as discussed in this thread. I couldn't find anything on it in the wiki but it's in there as of Revision 7507.

Sigh, yeah, I've been meaning to document that feature...

 

Offline headdie

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slight necro but how are things progressing on this?

also would it be possible for me to have the files used in this?
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Real life intervened. I'll try animating the poofs when I get the time and then release what I have.

 

Offline headdie

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I can understand that, cant wait to get my hands on this :D
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 

Offline Deadly in a Shadow

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I can understand that, cant wait to get my hands on this :D
Approved! These nebulae really are an improvement.
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Offline sigtau

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It's almost as if you're actually flying around in the soup of a nebula.

Plus, some of these (the green/blue/black/notsurewhatthatcolorcombinationis) actually look like what I'd imagine the inside of a nebula to look like--that is, if nebulas looked like that from the inside  :P  No more flying through layers!
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Anxiously awaiting any release of these most awesome nebulas. I think what you've demonstrated so far is worth replacing the built-in ones as is!

 

Offline wes471

  • 24
Could you please release it, even as a beta or something, I would love to fly in a nice nebulas for a change.

 

Offline CaptJosh

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I also would love to be flying in these instead of that eyestrain inducing soup that is a retail nebula mission.
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Offline Ulala

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I'm sure he'll release it when he's ready to. :)
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Offline CaptJosh

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So am I. I simply was adding my encouragement. I hope he finishes this soon.
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Offline Nighteyes

  • 211
IMO you should release the poofs you made anyway and they should be added to the mediavps.

even without the animated poofs I'm sure its a huge improvement over the old poofs, and I would like to see them in the 3.14 release...(not that I have any say in what goes in the mediavps)

 

Offline Spoon

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a full two weeks later, nothing? :(
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

 
Hey, life happens...

Anyways, here it is:

http://www.mediafire.com/?o03cyxb8yu2lcul

I made the sequences for the animated poofs (these are included in the rar file), however I never managed to get them to work (tried both eff and ani), so maybe someone else will have more luck with that.
There are also two commands in the debug console that make things much nicer (no poof pop-up):
neb2_break_alpha 0,0
neb2_max_alpha 8192

Don't know how to get that in regular release though.

Enjoy.