Graphics
Moderator: TNM Team
Well obviously
Phas do you think you could pop by on MSN tomorrow so we can talk about those goddamn monitors?
Phas do you think you could pop by on MSN tomorrow so we can talk about those goddamn monitors?
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Trest, whenever you get back from your cabin, I could really use a procedural texture depicting yellow-orange lights swarming around randomly. It'll be used to simulate bugs swarming underneath street lights in the Downtown sector. Trust me, it will be extremely mood-setting.
We're probably looking for something like Wepn_Prifle_SFX (in Effects), just without the significant trails and preferably with more randomness (Prifle_SFX looks too round). Please give it a go and see if it's possible. Ask me for the latest version of Core_Tex before you start.
We're probably looking for something like Wepn_Prifle_SFX (in Effects), just without the significant trails and preferably with more randomness (Prifle_SFX looks too round). Please give it a go and see if it's possible. Ask me for the latest version of Core_Tex before you start.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Trestkon
- Off Topic Productions
- Posts: 2820
- Joined: Sat Apr 24, 2004 9:03 pm
- Location: Canada
- Contact:
Hokay, I had a look at this. I can certainly make something suitable, I think I found the perfect colour of palette and they have an effect that looks almost exactly like swarming bugs.
However, the bugs swarm randomly around the entire texture, which means that the texture will look square if I just apply it to a light as a sprite texture. We'll need to apply it to something that's modulated and round. You think making a small round sphere model would work? Or maybe hemispherical would be better....
However, the bugs swarm randomly around the entire texture, which means that the texture will look square if I just apply it to a light as a sprite texture. We'll need to apply it to something that's modulated and round. You think making a small round sphere model would work? Or maybe hemispherical would be better....
-Life does not snap to the x-axis
Guys, I've got code for moths and/or fireflies already set up, which you're more than welcome to have. There's a lot of unnecessary code in there though (to account for light emping and glowtrails and stuff), so you might want to just do the following:
Subclass fly (firefly?), give it a reskin, make it bUnlit=true (or not, if it's under a light anyway).
For moths, omit the bUnlit, drawscale of 2.0, and, oh, fuck it: make two versions of the fly texture (except slightly browner, and possibly doublesized to put more mothy detail in) one with wings, one without, then use this:
Then stick a pawngenerator (or a subclass of the flygenerator, or even just a flygenerator set to spawn fireflies/moths) under your light.
Much more convincing, and believe me, flies really don't add much processing load to the engine.
And yes: moths flapping around a light REALLY adds to the ambience. [/code]
Subclass fly (firefly?), give it a reskin, make it bUnlit=true (or not, if it's under a light anyway).
For moths, omit the bUnlit, drawscale of 2.0, and, oh, fuck it: make two versions of the fly texture (except slightly browner, and possibly doublesized to put more mothy detail in) one with wings, one without, then use this:
Code: Select all
class Moth extends fly;
var texture tex1, tex2;
var vector lastloc;
function tick(float DT)
{
if(skin == tex1 && lastloc != location) //only flap when we move
Skin = tex2;
else
Skin = tex1;
lastloc = location;
super.tick(DT);
}
state Wandering
{
function tick(float DT)
{
if(skin == tex1 && lastloc != location) //only flap when we move
Skin = tex2;
else
Skin = tex1;
lastloc = location;
super.tick(DT);
}
}
defaultproperties
{
AirSpeed=60.000000
AccelRate=300.000000
UnderWaterTime=20.000000
AttitudeToPlayer=ATTITUDE_Fear
Skin=texture'TNMtextures.Characters.MothTex0'
tex1=texture'TNMtextures.Characters.MothTex0' //with wings
tex2=texture'TNMtextures.Characters.MothTex1' //without
bTransient=true
DrawScale=2.0
AmbientSound=none
RotationRate=(Pitch=32768,Yaw=50000)
BindName="Moth"
FamiliarName="Moth"
UnfamiliarName="Moth"
}
Much more convincing, and believe me, flies really don't add much processing load to the engine.
And yes: moths flapping around a light REALLY adds to the ambience. [/code]
Wow that's really cool DDL. Let me ask you something though, hypothetical situation: Say we only add them to the lamps near the dock, and say we add 8 bugs to each lamp. That's 120 bugs. Do you think that would be ok?
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Anything more than 5 looks a little cramped, to be honest, so it'd probably only be 75.
Plus they're 'transient', so if the player is out of range of the generator (i.e far enough away that they probably wouldn't spot the flies/moths anyway) it deletes them. When the player comes back, they spawn again.
And besides, your average corpse spawns in 3 flies, and you can happily have stonking great heaps of corpses without notable slowdown.
So yes, I think that would be ok.
Plus they're 'transient', so if the player is out of range of the generator (i.e far enough away that they probably wouldn't spot the flies/moths anyway) it deletes them. When the player comes back, they spawn again.
And besides, your average corpse spawns in 3 flies, and you can happily have stonking great heaps of corpses without notable slowdown.
So yes, I think that would be ok.
That's awesome, I'll set the coders right on it! Thanks DDL!
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
surprise, i'm alive
here's where i stand
computer texture: monitor is now dirty looking. keyboard is probably going to be redone, most likely when i have the patience to type out every key on the keyboard >:/. alos, hte back of the screen has more painted lighting now, hopefully that won't suck ingame
vending machines: haven't really touched these, but i pwomise i will soon
"pylonthingy.psd": i don't know what i'm supposed to do with this. it looks like a big red diagonal line.
windows: i don't think i can reset the window size, it doesn't really blend in well will all the grime that i added to the sides. if you can fit in in somewhere else, like you said, jonas, that's fine.
again, sorry i haven't been around a lot. i know i'm on msn frequently, but that's usually me not being very active.
also, i just got the fanciest camera ever, so i can probably get pictures of useless texture crap.
here's where i stand
computer texture: monitor is now dirty looking. keyboard is probably going to be redone, most likely when i have the patience to type out every key on the keyboard >:/. alos, hte back of the screen has more painted lighting now, hopefully that won't suck ingame
vending machines: haven't really touched these, but i pwomise i will soon
"pylonthingy.psd": i don't know what i'm supposed to do with this. it looks like a big red diagonal line.
windows: i don't think i can reset the window size, it doesn't really blend in well will all the grime that i added to the sides. if you can fit in in somewhere else, like you said, jonas, that's fine.
again, sorry i haven't been around a lot. i know i'm on msn frequently, but that's usually me not being very active.
also, i just got the fanciest camera ever, so i can probably get pictures of useless texture crap.
inACTIVE tnm graphical artist.
Jonas wrote:WHAT THE HELL KIND OF A NINJA-MOD IS THIS?!
Hey fub, forget about the windows and the computer, I've already done a new keyboard texture (it's the Optimus Maximus keyboard, pretty much) and the windows are fine at the moment.
You should do the vending machines ASAP. It really is ridiculously important. Currently the status is that we have 4 skins done, two of which are by HDTP. You need to do skins for the Tool machine, the Weapon mod machine, and the Ammo machine. The rest of the weapon shop is done, so we're just waiting on you.
As for the pylon, it's the side of this particular structure in the AI module of the space station. I'm not sure we still need a texture for it, you were gone so long I kinda gave up. It's clean metal right now, and I guess that works.
You should do the vending machines ASAP. It really is ridiculously important. Currently the status is that we have 4 skins done, two of which are by HDTP. You need to do skins for the Tool machine, the Weapon mod machine, and the Ammo machine. The rest of the weapon shop is done, so we're just waiting on you.
As for the pylon, it's the side of this particular structure in the AI module of the space station. I'm not sure we still need a texture for it, you were gone so long I kinda gave up. It's clean metal right now, and I guess that works.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Trestkon
- Off Topic Productions
- Posts: 2820
- Joined: Sat Apr 24, 2004 9:03 pm
- Location: Canada
- Contact:
Jonas just showed me a screenie of the lamp bugs, they look fantastic! Thanks a lot for thoseDDL wrote:Anything more than 5 looks a little cramped, to be honest, so it'd probably only be 75.
Plus they're 'transient', so if the player is out of range of the generator (i.e far enough away that they probably wouldn't spot the flies/moths anyway) it deletes them. When the player comes back, they spawn again.
And besides, your average corpse spawns in 3 flies, and you can happily have stonking great heaps of corpses without notable slowdown.
So yes, I think that would be ok.
*sends girls and money*
-Life does not snap to the x-axis
- Trestkon
- Off Topic Productions
- Posts: 2820
- Joined: Sat Apr 24, 2004 9:03 pm
- Location: Canada
- Contact:
Jonas, Jim finished his lines last night and has requested that a picture of a taco appear near his character Specifically, this one:
http://www.wpclipart.com/food/mexican/taco_large.png
http://www.wpclipart.com/food/mexican/taco_large.png
-Life does not snap to the x-axis