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Re: Progress

Posted: Fri Nov 23, 2012 8:39 am
by cim
superbatprime wrote:
The new lasers are way more intimidating than the old style. [...] They look more dangerous, they feel more dangerous
...they are, in fact, more dangerous.

In trunk NPC lasers have the same fire rate and heat buildup as the player's lasers. For the ones with beam or military lasers this gives them a significant power boost over a 1.76 NPC. (Their aim has been worsened a little to compensate) So it's not just psychological...

Re: Progress

Posted: Fri Nov 23, 2012 9:13 am
by Smivs
cim wrote:
In trunk NPC lasers have the same fire rate and heat buildup as the player's lasers. For the ones with beam or military lasers this gives them a significant power boost over a 1.76 NPC.
:D

cim wrote:
(Their aim has been worsened a little to compensate)
:(

Re: Progress

Posted: Fri Nov 23, 2012 10:06 am
by cim
Smivs wrote:
cim wrote:
(Their aim has been worsened a little to compensate)
:(
The game is hard enough for Jamesons as it is. (But I will be releasing an OXP that enables the various smart AI switches for routine ships, for those who think they can handle it...)

Re: Progress

Posted: Fri Nov 23, 2012 10:32 am
by Smivs
<Smivs applauds> :)

Re: Progress

Posted: Fri Nov 23, 2012 10:53 am
by submersible
cim wrote:
The laser is a lot easier to get multiple layers on - there are three layers of beam, using two textures and two different flow rates. The exhaust I can't do the same trick of scaling and redrawing the model to do that because the exhausts are (for good reason!) positioned in world space rather than in ship space.

(Make the texture too opaque, and it becomes very obvious the exhaust has a well-defined edge: there may be some fancy vertex shader magic to be done on supporting computers, but I don't understand vertex shaders well enough)
If it is drawn with additive blending , could it be redrawn over the top several times - or you could use a shader material indeed with the texture coords and do the texture blending there. I would give the shader a try.

Re: Progress

Posted: Fri Nov 23, 2012 8:58 pm
by Cody
cim wrote:
Some new engine flare textures...
Just been having a nice long joust with a Viper or two (r5524)... the drive flares are definitely an improvement (imo).

Re new lasers: so they are a little heavier, eh? No wonder I had such a struggle in IS last night... even the drones were hitting hard (or so it seemed).

Re: Progress

Posted: Sat Nov 24, 2012 3:03 pm
by superbatprime
*deep breath*

ok... please don't throw me out the airlock for this... >.<
I dunno about the drive plumes, the motion effect or "streaming" so to speak, doesn't feel right to me.
It makes me think of liquid more than thrust or burn particularly with the broken up particle look.
If the old style plumes (or current style technically I guess) could just be made to fade in a softer way... which really doesn't explain much, hold on...

Like this...

Image

That would be enough for me... probably a bit more polished than my hasty photoshop job though.

I feel very cheeky and ungrateful now for saying all that, :oops: but it's imho and I'm sure you want player feedback, good, bad and indifferent.

ok...

*runs away*

Re: Progress

Posted: Sat Nov 24, 2012 4:05 pm
by Smivs
superbatprime wrote:
It makes me think of liquid more than thrust or burn particularly with the broken up particle look.
The 'conventional wisdom' is that the blue plume we see is some sort of emission or radiation, a by-product of the thrust process. It is not strictly an exhaust in the same sense as a rocket motor - the blue stuff doesn't push you along.
I actually like the 'broken up particle' look. It's like the radiation ionising space dust behind the ship. :)

Re: Progress

Posted: Sat Nov 24, 2012 4:19 pm
by cim
superbatprime wrote:
ok... please don't throw me out the airlock for this... >.<
Guards!

No, seriously, all feedback welcome. Shaders and graphics effects are really not my area, and I'm not particularly happy with the new exhaust myself. (I think it's an improvement, or I wouldn't have committed it, but it still has problems)

Re: Progress

Posted: Sat Nov 24, 2012 4:32 pm
by Tichy
cim wrote:
superbatprime wrote:
ok... please don't throw me out the airlock for this... >.<
Guards!

No, seriously, all feedback welcome. Shaders and graphics effects are really not my area, and I'm not particularly happy with the new exhaust myself. (I think it's an improvement, or I wouldn't have committed it, but it still has problems)
How about a sort of "corona" effect in which the "hot stuff" fades out much quickly and shows some stripes at the borders?
Something like this:
Image
I think that it look better with a short and truncated plume.

Re: Progress

Posted: Sat Nov 24, 2012 4:43 pm
by pagroove
Now that! would be cool. :D

Re: Progress

Posted: Sat Nov 24, 2012 4:54 pm
by Shipbuilder
Tichy wrote:
cim wrote:
superbatprime wrote:
ok... please don't throw me out the airlock for this... >.<
Guards!

No, seriously, all feedback welcome. Shaders and graphics effects are really not my area, and I'm not particularly happy with the new exhaust myself. (I think it's an improvement, or I wouldn't have committed it, but it still has problems)
How about a sort of "corona" effect in which the "hot stuff" fades out much quickly and shows some stripes at the borders?
Something like this:
Image
I think that it look better with a short and truncated plume.
I think this effect looks great.

Re: Progress

Posted: Sat Nov 24, 2012 5:24 pm
by Diziet Sma
cim wrote:
Shaders and graphics effects are really not my area
Submersible seems pretty clued-up in the shader department.. perhaps he'd enjoy a break from working on planets to see what he could come up with.. couldn't hurt to ask..

See, superbatprime? no need to feel cheeky for requesting nicer plumes.. "volunteering" somebody else, on the other hand.. now that's cheeky! :lol:

Re: Progress

Posted: Sun Nov 25, 2012 10:09 am
by cim
Having experimented with that look a bit, I think it's too dependent on the exact shape of the ship it's attached to. It looks quite nice on some ships
Image
but definitely not on others
Image
If there was a single standard engine style across the entire game+OXPs then I could probably do something with it, but with the variety that's out there, a trail-style exhaust is much more practical.

Re: Progress

Posted: Sun Nov 25, 2012 10:36 am
by Lestradae
I want to say that I really like what you have done with the lasers in trunk.

A little change, looks that much better. Cool! :D