Author Topic: [News] NanoFX 1.6 Viewer Preview  (Read 8460 times)

Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #40 on: October 01, 2010, 04:18:17 AM »
Sorry there will be a slight delay as I strill have to port the deferred lighting into the Evolved Engine.  If I don't do this, it will only delay production for the Art Teams, so because I am holding up the team, this is getting priority right now.  Hopefully in 2-3 weeks.  Sorry guys!

Maybe I'll post some more videos I did up before to tide you guys over (or would that make the wait harder? lol)
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Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #41 on: October 01, 2010, 04:22:19 AM »
Here are some old pics during the development :)
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Offline Zachstar

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #42 on: October 01, 2010, 06:16:23 AM »
Heh those look alot like the classic pre cgi phaser effects. Lovin it!

I sure as heck can wait. Getting to play with something is nice but if the game gets held up because of it.. That isnt very good.

With the weapons added in my opinion y'all are getting ever closer to something alpha here. Yall are going at warp speed and I dont want yall to drop out of warp!
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Offline Aresius

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #43 on: October 01, 2010, 03:45:56 PM »
Wait a sec, that means we can finally use weapons?

Offline Toxa

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #44 on: October 01, 2010, 05:49:46 PM »
Sorry there will be a slight delay

it was supposed to be released for spring  :(

Here are some old pics during the development :)

now we're talking 8)
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Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #45 on: October 01, 2010, 09:06:50 PM »
it was supposed to be released for spring  :(

now we're talking 8)

Really?  Well I didn't have weapons done in Spring... so this is better :P
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Offline MR_7

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #46 on: October 01, 2010, 10:57:25 PM »
Here are some old pics during the development :)

hmmm old pics. There brill  :D

i have a few questions,

  • Is the sheild a texture and if not how can it be edited?
  • As of picture number 2 is there multi targeting in the viewer?
  • Are the phasers a texture file
  • Can you lower the height of atmospheres

Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #47 on: October 01, 2010, 11:37:56 PM »
1. No, just a basic bubble, I have much work to do for them.
2. No, no multi-targetting, I may add it in quick if I have time.
3. Phasers are a Special Texture... they are a texture designed for a Technique called Volume Lines.  So it's a 2D Effect, but still looks 3D.  Based on the angle of the cam and phaser, it will use a particular frame in this texture so it looks right.  You'll have to experiment with it and let me know if it's hard to mod.
4. They have been lowered already based on a previous post about them... while it's a bit better, I don't think it's cuttin it for me, so I may be redoing the effect.
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Offline smoki

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #48 on: October 02, 2010, 04:01:05 AM »
Regarding atmospheres I have something to say.

I don’t know if a glow effect is the best choice for creating the atmosphere ring, considering that the atmosphere doesn’t really glow, but it’s actually a haze effect of slow attenuating, diluting of the atmosphere towards space we’re after.

As can be seen from a picture I’ve rendered a long time ago in 3ds max, it should look something like this. ( the picture lacks the bluishness in color, caused by the bluishness of the atmosphere, but that’s not important here, and it appears there is no land, because it’s the Pacific - you can actually see a part of Hawaii beneath the clouds in the upper right corner).
I actually don’t remember how I’ve done it, I believe it was a glow effect, but it’s obvious it doesn’t glow on the inner side of the planet/space border. The whole glow оn the inside of the border of the planet and space doesn’t look really nice and photorealistic to me. If it could somehow be avoided, by specifying the glow effect to only show on the outer perimeter of the border, it would be great. ( the glow is maybe to strong even on this image, considering how pictures of the Earth actually look like, but that’s another issue, and that way it almost wouldn’t even be visible).
If the glow effect you’re using doesn’t end up being flexible enough, it could be achieved by different means. Simply use a ring shape with the appropriate texture applied to it, actually a single color that becomes transparent going away from the planet; make the ring rotate around the planet with the camera, and in relation to the sun make it change it’s transparency (give a transparency value to the left and to the right side of the ring and change it from none/equal when the sun is behind the camera, to none on the left, full on the right when the sun is on the left, to full/equal when the sun is behind the planet). That would avoid the problem of having to change the strength of the glow effect as you go away from the planet, and tinkering with the glow effect in general (which could be good considering it’s applied to engines and such as well). It’s just a suggestion, I don’t know if it would look good, or even be easy to implement, but I’m just suggesting. You know best.
Just to add, I think the main reason why the ring doesn’t look as good in the viewer is the color. It should be a different sort of blue. This one is too much “ocean” blue, and not enough “sky” blue, in the lack of better terms.

Another thing is the specular highlight I’ve seen in the viewer so far. It seems that the atmosphere is the actual thing that is highlighted, because from what I’ve seen the bright highlight moves even over the less lit clouds. But I have the feeling that most of the highlighting we see on images of the Earth comes from the highlights on the ocean, the planet itself, and not the atmosphere. And as another thing the highlight should show up only on water surfaces because they are more reflective than land. I don’t know if specular highlighting has yet been applied to bump mapped terrain, but anyway, I feel that such a strong highlight shouldn’t, and normally isn’t seen over land, but I could be wrong.

Just to back my claims I’ve added one of many photographs of Earth from space.

Offline MajorD

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #49 on: October 02, 2010, 05:38:46 AM »
Those are great picture. Know what the downside to them is? The Galaxy class completely puts the D'Deridex to shame detail wise. :) The Galaxy is approaching superb realism.

Can the beam widths be made different for different ships? I would like to make the D'Deridex beams wider so they better fit the hubcap emitter width.
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Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #50 on: October 02, 2010, 05:57:52 AM »
Luckily for you they are, I appreciate the feedback guys, but you are only going to get what is done... otherwise you guys will never get an update. ;)

smoki, the specular on the clouds are actually from the HDR... if you turn it off you will notice it will go away... only the ocean will highlight...

Color is adjustable so if you wanted a different shade, just change it.

Good suggestions, in all reality here... the time I have spent on the planets have been far less than the ships and other stuff.  And on top of that, since we want to procedurally generate planets, it would be a waste of time to work too much on the current static textured model planets we have.  We'll get there...
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Offline Poseidon

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #51 on: October 02, 2010, 06:02:46 AM »
Take your time Michael.  Get this baby right!

I like with where this is all going.  I think we will get some more great up dates soon.  May I even DARE to say "damage textures"?????   :shock: 8)
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Offline Zer

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #52 on: October 03, 2010, 11:55:12 AM »
Indeed, take your time. I want the 1.6 viewer to be epic!

After seeing the preview video several times I just can't wait to get my buttery hands on that baby and start churning out new screenshots.

Offline MR_7

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #53 on: October 03, 2010, 07:05:51 PM »
the time I have spent on the planets have been far less than the ships and other stuff.

 :shock: Unforgivable , no its fine really i just really like doing planets...obviously :P

Hopefully in 2-3 weeks.  Sorry guys!

so it'll be released............. when i'm on holiday lol.

Yeah take your time make it awesome, and if it works well on my laptop then i'll see how easy the phasers are to mod. And everything else.....and i'll re-release every ship again with texture changes, correct scaling, lighting and weapons. should keep me busy :D

Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #54 on: October 03, 2010, 10:02:22 PM »
Ya I'll imagine you'll be QUITE busy with all the new stuff judging on all the moding you do now to the current Viewer.
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Offline Crylo

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #55 on: October 05, 2010, 10:27:55 AM »
It sucks to have to wait, but of course I'll take quality over quickness any time. So please do take your time, STE is my dream game, there is no other game coming out that has me as excited or even comes close to this game (IMO) and I'm just getting anxious. Good things take time, and although it has already been a long painful wait it will be worth it, I don't mind waiting longer for the game or viewer to be at it's "Peak Performance". ;)
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Offline Dvdhny

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #56 on: October 10, 2010, 11:30:11 PM »
When is this out  :lol:

Offline Darkthunder

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #57 on: October 11, 2010, 12:25:57 AM »
When it's done™ and Soon © 2010

Bottomline: Be patient :P
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Offline Zachstar

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #58 on: October 11, 2010, 11:19:30 AM »
When is this out  :lol:

Why is your avatar at the wrong aspect ratio and stretched?

Asking "When is it out?" Is one of the most annoying questions when there is not serious evidence that a team is very near to completion of the aspect or project being asked.
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Offline Dvdhny

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #59 on: October 11, 2010, 10:45:03 PM »
Because this website won't let me upload (for some reason), so I have to use URL.

And I know, it's just to make that video, it must be done, so I was wondering why they are holding it back.