Chessking

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  • in reply to: IronDuke’s I-War2 Remake/I-War3 #18028
    Chessking
    Participant

    I have been rereading a thread on the Unity forum regarding texture resolution, and should probably increase the resolution to 2048×2048. As it is, (1024×1024), the textures are smaller than my screen, and would have to be scaled to fill it. Which causes it to look blurry. Also, the FOV doesn’t allow the whole thing to be viewed, so some extra resolution would be needed to prevent scaling.

    Edit1: When I make my own engine, I would like to use a procedural skyorb instead of a skybox. This would help with the corners.

    Edit2: By the way, the textures should be seamless, since they are slices out of a 3-d procedural material. It’s hard to see with stars. Once I write my nebulae generator, the seamlessness should be more apparent, and the scenery will be more colorful.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19219
    Chessking
    Participant

    I have been rereading a thread on the Unity forum regarding texture resolution, and should probably increase the resolution to 2048×2048. As it is, (1024×1024), the textures are smaller than my screen, and would have to be scaled to fill it. Which causes it to look blurry. Also, the FOV doesn’t allow the whole thing to be viewed, so some extra resolution would be needed to prevent scaling.

    Edit1: When I make my own engine, I would like to use a procedural skyorb instead of a skybox. This would help with the corners.

    Edit2: By the way, the textures should be seamless, since they are slices out of a 3-d procedural material. It’s hard to see with stars. Once I write my nebulae generator, the seamlessness should be more apparent, and the scenery will be more colorful.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #18025
    Chessking
    Participant

    Unzip the zip file. Inside is a .mat file. Import the file into your asset folder. Go to window–>lighting page to assign it as your skybox. Here are the original six images.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19213
    Chessking
    Participant

    Unzip the zip file. Inside is a .mat file. Import the file into your asset folder. Go to window–>lighting page to assign it as your skybox. Here are the original six images.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #18020
    Chessking
    Participant

    Here is my first completed skybox. However, the skybox’s corners seem quite obvious. Any suggestions?

    Attachments:

    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19208
    Chessking
    Participant

    Here is my first completed skybox. However, the skybox’s corners seem quite obvious. Any suggestions?

    Attachments:

    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: HUD Scaling – Independence War 2 #19193
    Chessking
    Participant

    Actually, its Übermodder. Fifth post on the page.

    I wasn’t the first to think of it. 😛


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: HUD Scaling – Independence War 2 #18008
    Chessking
    Participant

    Actually, its Übermodder. Fifth post on the page.

    I wasn’t the first to think of it. 😛


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: HUD Scaling – Independence War 2 #18002
    Chessking
    Participant

    Perhaps Ubermodder IronDuke has something to say. Scaling the HUD could or could not be possible, depending on all sorts of stuff only Ironduke or Cambrogal would know.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: HUD Scaling – Independence War 2 #19186
    Chessking
    Participant

    Perhaps Ubermodder IronDuke has something to say. Scaling the HUD could or could not be possible, depending on all sorts of stuff only Ironduke or Cambrogal would know.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #17991
    Chessking
    Participant

    It sounds good!

    Wait, you could program this in an hour? (Or more, but still a relatively short time.) The thing I would get stuck on is detecting where the shot hit. The way my collision code would work (still haven’t written it :unsure: ) is an if statement running through all the vertices of the object to see if the shot is in the “shaded” area. Unless each piece of armor had its own collision hull, I would not be able to tell which one was hit. Or perhaps there is a way to check collisions on each plane, by checking for collision inside a 3-dimensional shape drawn from the vertices to the center of the model. Any input on this?

    BTW, I have only fought one War Thunder battle. Before I downloaded the game, I watched one gameplay video to make sure I wanted it. However, in that short period of time I have picked up most of what I would need to know about the armor system.

    P.S. I have downloaded the correct version of Unity.

    Regarding textures, the textures I generate can be scaled larger or smaller quite easily, therefore generating a new level of detail. If I could get them generating at runtime, the primary benefit would be for ship textures. The closer the ship, the more detail is loaded, and nothing ever looks blurry. I do not know how this would be implemented in Unity, but it would work great for the game engine I plan on making. The textures viewed on the ship would have two layers: the generated layer, and the detail layer. There is no way I can build all of the aesthetic components of the ships into the algorithm, so these would be saved in an image and drawn as usual. Alpha transparency would allow the generated textures to be drawn. The generated texture file would generate chunks of texture and arrange them on the UV to render correctly, or the UV could be layed out to work with a single chunk of generated texture.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19172
    Chessking
    Participant

    It sounds good!

    Wait, you could program this in an hour? (Or more, but still a relatively short time.) The thing I would get stuck on is detecting where the shot hit. The way my collision code would work (still haven’t written it :unsure: ) is an if statement running through all the vertices of the object to see if the shot is in the “shaded” area. Unless each piece of armor had its own collision hull, I would not be able to tell which one was hit. Or perhaps there is a way to check collisions on each plane, by checking for collision inside a 3-dimensional shape drawn from the vertices to the center of the model. Any input on this?

    BTW, I have only fought one War Thunder battle. Before I downloaded the game, I watched one gameplay video to make sure I wanted it. However, in that short period of time I have picked up most of what I would need to know about the armor system.

    P.S. I have downloaded the correct version of Unity.

    Regarding textures, the textures I generate can be scaled larger or smaller quite easily, therefore generating a new level of detail. If I could get them generating at runtime, the primary benefit would be for ship textures. The closer the ship, the more detail is loaded, and nothing ever looks blurry. I do not know how this would be implemented in Unity, but it would work great for the game engine I plan on making. The textures viewed on the ship would have two layers: the generated layer, and the detail layer. There is no way I can build all of the aesthetic components of the ships into the algorithm, so these would be saved in an image and drawn as usual. Alpha transparency would allow the generated textures to be drawn. The generated texture file would generate chunks of texture and arrange them on the UV to render correctly, or the UV could be layed out to work with a single chunk of generated texture.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19160
    Chessking
    Participant

    The current method runs the algorithm on every pixel of the canvas, which takes a long time. My program runs the algorithm and saves the result in an image, which can be displayed at runtime. When I implement my star-based generation, every time the algorithm is run a new star will be created. These should be able to be generated at runtime, although it wouldn’t matter if they are built into the image. For Space Engine, you can see the stars fly past while flying at high speeds, so generating in runtime is essential. In my generator, special stars will draw a flare over the generated position, coloring and scaling the flare in accordance to generated values.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #17981
    Chessking
    Participant

    The current method runs the algorithm on every pixel of the canvas, which takes a long time. My program runs the algorithm and saves the result in an image, which can be displayed at runtime. When I implement my star-based generation, every time the algorithm is run a new star will be created. These should be able to be generated at runtime, although it wouldn’t matter if they are built into the image. For Space Engine, you can see the stars fly past while flying at high speeds, so generating in runtime is essential. In my generator, special stars will draw a flare over the generated position, coloring and scaling the flare in accordance to generated values.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19154
    Chessking
    Participant

    My EOC 2-D thruster system is already the same as yours, except for a few things. I can’t add as many thrusters as I want, and I can’t change the force of thrusters of the same type. The engine thruster has its own section to store its attributes, including how to draw it. The air thrusters only store the positions, and are all treated the same way. The AI handles the ship the same way the player does, by manipulating which thrusters are on and when. I also do not use a force system tied to each thruster. The force is applied to the ship, and then the thrusters that should create that force are drawn. I plan on modifying my system so I can add more thrusters.

    He’s dead, Jim.

    You couldn’t have said it better. 😆

    Regarding my textures, they will get blurry if you zoom in enough. The file I uploaded is 1000×1000*11/8.5 (100×1295) resolution, designed to fill an 8.5×11″ page. I can generate textures of any size for you, so yes, there is an advantage.

    In fact, here is a 5000×5000 pixel starfield for you. Still less than 100 lines of code, and completely procedural. I could not attach it because of its large file size, but here is a Dropbox link.
    https://www.dropbox.com/s/0vku47ncex7q2sg/Ultimate%20Starfield%20Gradient.png?dl=0


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

Viewing 15 posts - 211 through 225 (of 782 total)