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About the damage models in ITF...

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  • Vertigo1Vertigo1 Official Fuzzy Dice of FirstOnes.com
    Here's a wacky idea. [img]http://216.15.145.59/mainforums/wink.gif[/img] ITF with geo-mod capability! [img]http://216.15.145.59/mainforums/biggrin.gif[/img] Think about it! Having the ability for ships to actually blast holes in eachother would be pretty cool. [img]http://216.15.145.59/mainforums/smile.gif[/img]

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  • DanFoyDanFoy Earthforce Officer
    About the seam problem - we didn't fix it. It was only apparent when a big ship passed through the innermost sphere, but we figured that it was an acceptable artifact.

    What's funny is that I'm using this same technique on the project I'm working on now.

    - Dan
  • BigglesBiggles <font color=#AAFFAA>The Man Without a Face</font>
    As I thought. It isn't that bad an artifact, and people do realise that some things are impossible to avoid. At least you would only get it with 1 sphere. FreeSpace 2 has it with every single layer of the nebula, and it has a lot of layers. Look at the Aquitane next time you are in the nebula, you will see heaps of seams all the way down the ship. I could quite easily accept 1 seam over that mess. [img]http://216.15.145.59/mainforums/smile.gif[/img]

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  • Falcon1Falcon1 Elite Ranger
    I tried the beta test yesterday after work and it have to say I'm impressed! Its very smooth! The Starfury looks fantastic, as do the Raiders. I love the explosions too, really cool! This game looks very promising.

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  • Rick, if you are having problems sending me those shots, please let me know. I'll settle for all HUD graphics, if you are having a hard time finding some on B5.


    I am also a bit curious on how you solved the background problem? Why do I call this a problem, well a nebula in space should be large, and that means we have to use a hi-res texture unless it will be "pixellated" and look fake. Can someone from the ITF team give me a glimpse on how you accomplished this? Extremly hi-res textures straight from Foundation or what?

    cheers!
    Henrik
  • MarcMarc Zathras in Training
    Sorry, despite the mythological aura that surrounds B5:ITF, the nebulae were still limited in terms of image size(max 256x256 pixels)we sometimes used a number of these maps to stretch the nebulae out a bit but the nebulae still tended to be a bit pixelated and blurry. One soultion is to go the Homeworld route and use vertex shading. The nebulae will be smooth as silk, but the trade off is in realism.

    Marc
  • CnlPepperCnlPepper Earthforce Officer
    Why not just use a 256x256 image and overlay/use it as a basis for a procedurally generated background? The image is used for bulk structure + colouring while the, say, fractal noise is used to generate the fine detail....hmm or even use another image (or a number of) to "texture" the large scale image to hide the low resolution to produce the detail...

    CnlPepper - Having a good think....speed vs detail....

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  • That means that the engine has to support procedural generating... ours doesn't yet.


    cheers!
    Henrik
  • RickRick Sector 14 Studios
    No problems....just horribly busy right now. I'll try to get a package together for you by Monday...

    -Rick

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  • No offence Rick, but a week has passed...

    My mail is henrik.nordgren@affv.nu


    cheers!
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