Home › Forums › General I-War Talk › IronDuke’s I-War2 Remake/I-War3
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21. August 2016 at 12:40 #18040ChesskingParticipant
I have customized the algorithm used to generate the texture in the fractal texture generating program, and haven’t perfected it yet. Everything is black and white, and does not yet resemble stars, but the pattern is obviously from my algorithm. I tried increasing the texture quality of the sphere, and… crashed Unity. I am just too much for it to handle, I guess. Or maybe I am just that bad of a C# scripter. Being as this is my first day scripting in C#, I don’t think I am doing that bad.
Here is a screenshot of the sphere from the outside without normals inverted.
And now I crashed my computer by exiting Space Engine. :dry:
Anyways, it is nearly midnight where I live. Perhaps I should get some sleep. :huh:
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This is one tough navy, boy. They donβt give you time off, even for being dead. -Clay
Storm Petrel
22. August 2016 at 22:37 #18046IronDukeParticipantSpace Engine has always had a ton of crashing problems.
As for that sphere, it’s looking good so far. I’d like to see the C# script to check whether that’s what’s causing the Unity crash.
This might be easier to work together on if we have some sort of live chat. Do you have a Skype account?
–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. π22. August 2016 at 23:15 #18050ChesskingParticipantHmmm. I turns out the scripts are JS not C#. I suspect line 21 may be responsible for the blurry texture. With the width and height variables higher (they can be changed in the Unity editor as well) the game runs slowly. It would probably run faster in C#, but I am not sure. I am working on finding the problem in the algorithm responsible for the amount of white in the texture.
Edit: Perhaps we could use Skype, but not now.
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This is one tough navy, boy. They donβt give you time off, even for being dead. -Clay
Storm Petrel
23. August 2016 at 4:15 #18053ChesskingParticipantI have come as close as I can to a solution. I positioned a plane in front of the camera at its far clipping plane. I have not found a way to ensure the plane fills the view perfectly, since the FOV and screen resolution are both taken into account. So I have the plane set to be larger than the view. I then generate a texture for the plane. There are two problems:
The program runs fairly slow.
The texture does not look like stars. I cannot get the gray pixels to draw correctly, and they look like they are white. I have tried several color modes.
I have attached the most recent version of the script.
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This is one tough navy, boy. They donβt give you time off, even for being dead. -Clay
Storm Petrel
26. August 2016 at 22:58 #18057IronyManParticipantOkay, I am super pumped for this project. IronDuke, if you can pull this off it will be amazing. Even if you don’t, the badassery you’re exhibiting in the effort will get you anywhere. π
I wish I could help, but I know very little about Unity and programming in general. I have a rudimentary knowledge of Blender and am slowly levelling up as a general artist. If you need help with visual design or anything like that, I’ll give it a shot. No guarantees anything I produce will be usable, but I’ll do anything in my power to help this project succeed. π
26. August 2016 at 23:02 #18060IronDukeParticipantThankee. I’ll keep that in mind, and welcome to the forums. Nice avatar too. B)
I haven’t been able to work on the remake at all this week. My grandma died, so my parents hiked off to Green Bay, Wisconsin to be with my grandpa for a week, so I’ve got enough to do here in the meantime. Hopefully things will settle down to normal soon.
I did find a button in Blender that I’d been looking for for a couple of years though… :silly:
–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. π26. August 2016 at 23:10 #18062IronyManParticipantAch, I’m sorry to hear that. Good luck to you.
And thanks; I found the image in the EOC installer. :side:
I think I’ll see what I can do with redesigning some of the ships. Something I’ve wanted to do for a long time. If I like anything I come up with I’ll post it. π
27. August 2016 at 20:03 #18065FluffyMuleParticipantHi guys,
It’s awesome to see someone attempting to do a remake, still aren’t any games like I-War 2 that simulate the vastness of space the way it does.
Just wanted to offer two links to help with your efforts in Skybox creation.
The first one is a free unity asset that uses shaders to simulate stars, clusters and galaxies and adds some interesting effects as you move through space. Note, you don’t need to have the effects tho and can just generate a static box. The asset is called “Star Nest Skybox” by Ninjapretzel.
https://www.assetstore.unity3d.com/en/#!/content/63726Second one is a program I have been watching for a while called “Spacescape” which generates space skyboxes and is a free program hosted on SourceForge. It can create some spectacular views with great detail and examples come with the program. This is the one I would probably use, although you may be able to merge the two.
https://sourceforge.net/projects/spacescape/?source=typ_redirectAlso, was reading what you mentioned about zooming and getting blur from the skybox when zoomed in. AFAIK, when you zoom, you are in effect temporarily moving the camera forward a specified distance which simulates “zooming”. Since the skybox’s center needs to be locked to the cameras position to maintain a seamless view, the sky should remain the same since the box moves with the camera. If at any point the camera isn’t at the center, the sky will look distorted and stretched in places. Just a thought.
Anyway, I hope the links help. π
27. August 2016 at 21:49 #18067IronDukeParticipantWow, the number of people chiming in to this thread is awesome! :cheer:
I’ll be taking a good look at those two assets next week. They seem splendid.I hate to correct you on the method of zooming, but every video game ever zooms by decreasing the field of view. If you were to simply move the camera forward, the result would simply seem as though you’d teleported to a spot in front of yourself. Also, say you turned on the sniper view. If the camera were to move forward, then objects right in front of you would be behind the camera and not visible. That’d be strange.
Also, a bit of neat trivia. Skyboxes ordinarily don’t have a position; they are simply rendered first, with everything else rendered on top of them. Custom skyboxes sometimes need a position though, and for that, you simply parent them to the camera and add a script to make sure they don’t turn with it.Thanks for those links. I’m enjoying just looking at the purty pics of the skyboxes in them. π
–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. π27. August 2016 at 23:13 #18069ChesskingParticipantSo, regarding skyboxes. Remember what I said about raycasting each pixel, and if nothing collides running the background algorithm? I think we can do that. All we have to do is access the raw screen data in a script placed on the camera, before anything else is drawn. Run the x and y variables through the algorithm, making adjustments for the x y and z rotations as well as the Field of View. What I need help with is accessing the camera data.
This is one tough navy, boy. They donβt give you time off, even for being dead. -Clay
Storm Petrel
27. August 2016 at 23:23 #18071IronDukeParticipantWhich data specifically?
–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. π28. August 2016 at 0:06 #18073ChesskingParticipantThe data that is gathered by the main camera and is then drawn on the screen. All of my searches have come up empty. The only thing I have found is creating a new canvas, which can be applied to the camera. But this would cover up objects in the game, I think. The purpose of this is to eliminate the giant blurry pixels caused by putting an image in the game world in front of the camera.
This is one tough navy, boy. They donβt give you time off, even for being dead. -Clay
Storm Petrel
28. August 2016 at 0:18 #18076IronDukeParticipant–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. π28. August 2016 at 1:21 #18078ChesskingParticipantI’ve seen that page before, but did not see anything that sounded right. Do you think Camera.Render will do it? I am confused about how to use it though. I will give it a try.
This is one tough navy, boy. They donβt give you time off, even for being dead. -Clay
Storm Petrel
28. August 2016 at 1:44 #18080IronDukeParticipantI really don’t know for sure; this is your area of expertise, not mine. I’m almost exclusively a gameplay programmer.
–IronDuke
I-War 2 Discord: https://discord.gg/RWaabWB
Very little about the game is not known to me. Any questions you got, throw them at me. π -
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