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3 Dimensional Chat / Star Trek Effects needed

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Damokles
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Posted: 8th Jul 2004 00:31
In one of my games I want to put two similar Star Trek effects, the only problem, is : I don't know where I could find them, or how I could create them.

- Beam : You know a blue column that surrounds the guy (a cylinder, but the texture shall move on it)

- Borg shield : When a phaser hits a borg, you see some green field protecting him (this time, it's a sphere with moving texture)

I would like to know if somebody could help me through this.
I would be very gratefull if anyone could tell me how to do it, or where I could find it.

(By the way, it's for DBCe)

Thank you in advance.

- Mind the gap -
Mind Storm 101
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Posted: 8th Jul 2004 06:10
Just make em yourself, just look at the screenshots from the films/episodes and mimic.

"Think what you like, You'll all be mine in the end."

[href]www.DotBinary.dbspot.com[/href]
Damokles
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Posted: 8th Jul 2004 07:08
Yeah sure, I wouldn't mind doing them myself, But I have no idea how to make such a cloudy moving texture for the shield.

And are we allowed to get animgifs as textures for objects ?

- Mind the gap -
Shadow Robert
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Posted: 8th Jul 2004 09:30
Well I'm not a trekky person or nothing, and iirc each series seems to have different beam moving thingies
So if you could provide pictures of the effects; static or gif that'd help people explain how to do it.

Damokles
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Posted: 8th Jul 2004 16:00
Good idea, thanks Raven.

For the beam I would like to have such an effect :

Or a cylinder doing the same around my models. (the lines shall not be static, but move/flicker on the object

For the shield it's like that :

You see the blue shield around the ship ? that's it (even if I want it green) it shall be a texture with a cloudy movement.

Thanks for your replies.

- Mind the gap -
Mind Storm 101
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Posted: 9th Jul 2004 04:16



Made them in 3 mins with photopshop so there not very good Tweak em as you like for you needs.

"Think what you like, You'll all be mine in the end."

[href]www.DotBinary.dbspot.com[/href]
Cian Rice
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Posted: 9th Jul 2004 09:31
@Mindstorm 101 you like to put yourself down don't u, cus those are good texutres for 3 minutes of work...

Got anime?
I do.
Mind Storm 101
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Posted: 9th Jul 2004 14:09
They were realy ez. The beam one is 4 layers of white and blue dots that I winded leftx4 and rightx4, 1 blurred layer and then a buch of leds flares. The shield one is just Filter -> Render -> Clouds with a blue and black color swabs. (As if anyone cares)

"Think what you like, You'll all be mine in the end."

[href]www.DotBinary.dbspot.com[/href]
Damokles
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Posted: 9th Jul 2004 15:39 Edited at: 9th Jul 2004 16:01
Mind Storm 101, thanks, I do appreciate that you tried to show me it could be done quickly, but when I apply trek2 on a sphere, we can clearly see the end of the texture (a line between black and blue)

By the way, I want the shield to be green

And I would like to know, if those could be animated, so that the cloud form can change (not only rotate a sphere)

- Mind the gap -
Mind Storm 101
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Posted: 10th Jul 2004 07:35
Well what you could do for the shield texture is color the borders black, but then you will have to face the sphere in the direction of the impact so the shield will look like its protecting that side of the ship/borg.

Sry, don't know much about animating textures.

This is what it looks like ingame.


I got bored and photoshop was open...


"Think what you like, You'll all be mine in the end."

[href]www.DotBinary.dbspot.com[/href]
Xander
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Posted: 10th Jul 2004 14:01 Edited at: 10th Jul 2004 14:04
Wow, that last pic is pretty impressive

To animate a shield or beam texture, simply make a couple different copies of the same texture, but make each one a little different. The texture generator on Photoshop does this for you...just load 4 slightly different images into your game. When something happens, texture the sphere with one of the textures, randomly. It will appear to be like zapping energy. This is what I do for Firewall...

This is what the zapping looks like on Firewall...


And here is a pic with some zapping and shield effects...


I just made some images with gradients of white fading to another color fading to black. I then blurred it and "jaggedy despeckled" it until it looked like a good laser beam. I use this texture on a couple plains for the zap texture in the upper right of that second screenshot. Here are a couple examples of the images I use for the zapping (I made the first one, the second one is modified from some "smoke" that I got for free online):



I think they look kind of Star Trekish

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
Damokles
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Posted: 10th Jul 2004 14:41 Edited at: 10th Jul 2004 17:25
Thanks Mind Storm 101, looks much better on my model.

Bolt, thanks for the advice
I also managed to find a nice way to make them look like moving like cloud : two spheres with the same texture rotating differently. That way the clouds are kinda adding their colors. would be slightly better if the texture had some more black space like trek2, but looks very impressive right now.
But I'm fixing that stuff ight now

- Mind the gap -
Zokomoko
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Posted: 11th Jul 2004 03:14
How can wormholes be created ?
I tried using a textured plain, but it didn't look realistic.
I tried making a wormhole model, but it just didn't look good, I used one texture and i rolled up the model to make animation, but it was awfull.

How can this be created ?
make the feeling things are sucked into the wormhole.

Pincho Paxton
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Posted: 11th Jul 2004 03:58
Looks like it could be done with a few transparent cylinders with a closed end. The closed end is the wormhole wave pattern. The cylinder sides are the emitting glow. Another couple of cylinders inside for more glow.

Shadow Robert
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Posted: 11th Jul 2004 08:47
Oki, well lets see... we want 1, beam effect 1, sheild effect and a side order of wormhole effect all for DB Standard.
Anyone want anything else whilst i'm up?

X Trade
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Posted: 11th Jul 2004 09:35
hey, sorry to interupt, but, bolt? can i use thoes laser/zap textures you have there?


thanx, x-trade

www.AoFP.tk
Damokles
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Posted: 12th Jul 2004 01:30 Edited at: 30th Jul 2004 18:48
Lol, Raven, I didn't really ask to make it for me, instructions would also have been nice. But I won't complain if somebody did it for me
If Uberwiggett robx still has his ancient Idea, it can be usefull for Dark Trek. But my idea is not for anything Star Trek like.

- Mind the gap -
David T
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Posted: 12th Jul 2004 01:38
It's easy to do sheild.s.

Make a image with teh top edge green while the rest is black. Make that top green band fade out as it gets lower.

Then texture a sphere with that and point the sphere in the direction where the sheild should go and you get a nice even glow. I used it in my game, mercenaries in space.

I take advantage of the dodgy texture mapping around the top of a sphere, works like a beauty

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Xander
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Posted: 14th Jul 2004 15:11
X Trade: sure, you can use them. I use them in Firewall, so if anyone yells at you for stealing my textures, tell them I gave you permission. (Like anyone would notice )

However, I could make some original ones for you instead, just email me some specifics and I will whip up some zapping textures.

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
WindTech
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Posted: 14th Jul 2004 23:56 Edited at: 14th Jul 2004 23:56
Oh boy :X looks like i'm going to have to write a worm hole tutorial and post a DBP version
btw guys, i'm baaaaack

Live as if to die tomorrow...
Learn as if to live forever.
Xander
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Posted: 15th Jul 2004 13:41
WindTech I remember you! It's been a while since you have been around here. What's new? Take a look at Firewall

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
actarus
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Posted: 16th Jul 2004 23:52 Edited at: 16th Jul 2004 23:53
Quote: "How can this be created ?
make the feeling things are sucked into the wormhole.

"


I don't know exactly about animations but that last picture could be easily done with a wormhole shaped(conic) mesh,a good texture and ghosting+transparency.

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But he can't look me in the eye,
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Damokles
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Posted: 17th Jul 2004 04:04
Quote: "How can this be created ?
make the feeling things are sucked into the wormhole."


If you ask how to code it, I would say a simple gravitation formula :
WormholeMass * ObjectMass / distance ^ 2


- Mind the gap -
Xander
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Posted: 17th Jul 2004 13:27
Now we are getting into programming on the 3D board, but...

Make sure that not everything is sucked into the wormhole, only objects on one side of it, the side that opens. Does anyone know any math to figure out if an object is on one or the other side of a 3D plane?

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
Mind Storm 101
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Posted: 17th Jul 2004 16:24
Unless hes making a 3 Dimentional battle space (witch would be very difficult to manage to the fleet commader, I know, ive tryed to make a 3d RTS) then its not needed, If you ever played Star Trek: Armada, worm holes act as teleporters, ships enter one end and exit out another part of the map.

"Think what you like, You'll all be mine in the end."

[href]www.DotBinary.dbspot.com[/href]
Tapewormz
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Posted: 20th Jul 2004 15:02
Quote: "How can wormholes be created ?
I tried using a textured plain, but it didn't look realistic."


That's kinda a funny quote. Considering wormholes are just a theory, and nobody has seen one yet.

Quote: " Timesoft - Your wife is death. How? NO idea.
But it is murder. REVENGE!!!!!!!!!"

Hands down the funniest synopsis for a game ever. All your base are belong to us!
Tapewormz
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Posted: 20th Jul 2004 15:05 Edited at: 20th Jul 2004 15:10
You could use the built in crumby particle system to make it look like dust and debris are being sucked into the wormhole.

It would be pretty effective and look convincing enough.

Try using more than 1 textured/ghosted plane. You can generate a dust cloud like Relic did for Homeworld 2. Then you could scale it to make it look like it's opening, and closing and vanishing. Make sure your planes are facing the camera and it should also look pretty convincing.

Quote: " Timesoft - Your wife is death. How? NO idea.
But it is murder. REVENGE!!!!!!!!!"

Hands down the funniest synopsis for a game ever. All your base are belong to us!
ALPHA ZERO PRODUCTIONS
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Posted: 22nd Jul 2004 04:50
isn't a wormhole like a dark hole ????

zircher
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Posted: 22nd Jul 2004 06:07 Edited at: 31st Jul 2004 03:35
Yes, they do have a lot in common. Right now, traversable wormholes are very much fiction and Hollywood. They do not look like a spiral nebula popping up out of nowhere. They do not look like pools of water. At best, you'll see gravitational lensing and if another astronomical body is nearby, a debris trail as matter gets sucked in.

http://www.astronomycafe.net/qadir/q1446.html
--
TAZ

[edit for typos]

The "it" is a kind of force that gives rise to technology, something undefined, but inhuman, mechanical, lifeless, a blind monster, a death force. - ZatAoMM
ALPHA ZERO PRODUCTIONS
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Posted: 28th Jul 2004 20:53
i have the worm hole code written in c++
set up code:

event code:


render loop code :


ALPHA ZERO PRODUCTIONS
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Posted: 29th Jul 2004 00:01


kkzgreen
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Posted: 30th Jul 2004 14:39
to Bolt
Could u explain how u made the laser-like effact?
Mind Storm 101
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Posted: 30th Jul 2004 15:04
What I would like to learn is how to make the lazer go from one point to another like phasers in star trek cast a beam from one ship to its target.

"Think what you like, You'll all be mine in the end."

[href]www.DotBinary.dbspot.com[/href]
zircher
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Posted: 31st Jul 2004 03:39
One method is to create a cylinder with the point of origin at one end (instead of the center) and point that cylinder model at the target using the point object command. You can scale the object to make it reach the target based on the current distance.
--
TAZ

The "it" is a kind of force that gives rise to technology, something undefined, but inhuman, mechanical, lifeless, a blind monster, a death force. - ZatAoMM

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