Re: Effects showroom!
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Jeider wrote:
sumanuti wrote:
Last Trent’s shot in a story line.
In what file is this effect and how is called?
Watch from 25:04
Anyone knows?Effect on playership: rtc_powesource_on
Laser beam: rtc_powesource_on_beam
Effect on nomad base: rtc_powesource_on_dome
All in DATA\FX\MISCSeparated rtc_powesource_on to a 2 different effects but on ship they behave totally differently. First effect stays attached to a ship and moves with it, while other one leaves a trail behind the ship while it is moving, behaving like a smoke.
What settings in .ale or anywhere else controls this behavior and how to change it?
Anyone got an idea? -
Jumpgate effect with edited gf_jumpgate.ale and edited powersource effect from nomad lair
http://www.youtube.com/watch?v=ED8KXOjn_lk -
http://www.youtube.com/watch?v=_kje4GDPyg0
My Neutronstar. -
Very cool, Jeider!
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News from Jeider! He is fighting with ISP, but it is not general…
Ninja King: -
News from Jeider again:
http://www.youtube.com/watch?v=4yCwqgFjCw8 -
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Nice idea, wouldn’t call them god rays though, just look like really bad shadows.
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God rays, also called crepuscular rays. Sunlight which appear like visible rays when seen around objects, usually due to scattering from small particulate matter in the air.
Example of crepuscular rays:
I think the comparison is fairly obvious, and that shadows have nothing to do with them.
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Now they look like god rays, whatever that is in sizers screen shot looks like trails of soot extending from every asteroid and somehow visible through the ships skin too. Looks the complete opposite of your picture, looks like shadows being cast, not light. Got any other screen grabs that make it look better?
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We’re in space, timmy, the effect is reversed. Godrays on earth are the light scattered through particles in openings of space. In space, there is more opening than there is obscuring. Therefore, the effect is inversed - darkness appears to be the primary rays, because the light scattered is large. There are a few minor casting errors, as this is a new feature, but for the most part, it is accurate.
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Looked pretty close to accurate to me. I’ve seen it IRL so I know what it looks like (we get fog often around here). The billboard asteroids aren’t casting it so that throws it off a little.
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Sizer wrote:
We’re in space, timmy, the effect is reversed. Godrays on earth are the light scattered through particles in openings of space. In space, there is more opening than there is obscuring. Therefore, the effect is inversed - darkness appears to be the primary rays, because the light scattered is large. There are a few minor casting errors, as this is a new feature, but for the most part, it is accurate.Yeah, that makes sense, can’t say I like it at the moment though, sorry! Prob cool in a nebula, but think that would just piss me off if it’s there all of the time. Best reserve final thoughts on it until I’ve had a chance to finally do some imp blasting innit
I’m looking at it again, why’s there no specularity on the ship? The ship looks awful, it’s covered in artifacts, from the game or jpeg?
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Timmy51m wrote:
The ship looks awful, it’s covered in artifacts, from the game or jpeg?
Thats the way they render shadows. A lot of engine use some kind of small particles. If you don’t have enough of them (which uses more resources) you have this strange noise.