Final renders for shield systems

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ergo
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Final renders for shield systems

Post by ergo »

shield 512x512px
Image

shield 128x128px
Image

shield2 512x512px
Image

shield2 128x128px
Image

shield3 512x512px
Image

shield3 128x128px
Image

shield4 512x512px
Image

shield4 128x128px
Image

there will be one more here but since one of my 256MB RAMS malfunctioned recently, it will render probably an hour or two.

how do you like the new shields ?
Last edited by ergo on Mon May 15, 2006 9:08 pm, edited 1 time in total.
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Post by prestidigitator »

Nice man! Nice!
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Post by ergo »

i find those projects to have a big "coolness" factor ;-) at least for me ;]
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Post by charlieg »

OMG that is absolutely amazing. Very, VERY nice.
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Post by jackS »

Absolutely stunning. I'll make sure that these are checked into SVN tonight, unless someone (more awake than myself) beats me to it.
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Post by Halleck »

Sweet! I even like the "pair of tits" one, as VS seems to be all about flying phalluses and breasts (chuck's cargo hauler) nowadays. :D

These are nearly perfect... only thing that might make it cooler is if the last one were arranged in more of an octagon pattern. Not a big deal though. :wink:
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Post by jackS »

I've committed the images to data4.x/textures/cargo

Haven't linked them in yet to appear in game.
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Post by Shark »

Can VegaStrike display the models within the Buy/Sell interface?

If this is the case, then you should commit the models, not just the renders. (Also, in case ergo disappears on us or takes a "leave of absence" at some point ;).)
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Post by ergo »

i can attach models for you, but i dont think vs can display models in buy screens, besides renders will look much better ;-0
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Post by Oblivion »

I'm reduced to pidgin'. Ameeezing. :shock:

I really like the way they increase in number, rather than change appearance. :D

Yep, the models would be nice to have, if ever you guys think of a way to view a rotating image of the ship part you're purchasing.... :wink:
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Post by ergo »

Oblivion wrote: Yep, the models would be nice to have, if ever you guys think of a way to view a rotating image of the ship part you're purchasing.... :wink:
1 frame of the last one renders about 1 hour ( not to mention that one im goin to commit today )
so for 1 sec animation you would have to render it 24h :P i dont really want to do that :P and i dont have rendering farm at home ;-)
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Post by Oblivion »

No, no. Not renders. I meant the mesh itself. The Ogre port will probably take care of rotating it. But that's just hypothetical. :)

I have the same problems when rendering really detailed models. Mine takes about an hour (see base backgrounds thread) per frame at 2731x2048 res, jpg. And it hogs 100% of my CPU. So I could open other programs only on the risk of hanging everything up OR I could wait in silence, get away and do something else, or comandeer the cd player. :lol:
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Post by ergo »

Oblivion wrote:No, no. Not renders. I meant the mesh itself. The Ogre port will probably take care of rotating it. But that's just hypothetical.
it will be able for sure , but why bother if a render will alway a lot better quality then 3d model ? if we really want things moving i would advise using prerendered animations
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Post by ergo »

last shield render

shield5 512x512px
Image

shield5 128x128px
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Post by Kangaroo »

Gorgeous! Amaizing render quality! 8)
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Post by ergo »

well i consider the shields finished , wouldnt want to redo them ( last render took about 10 h )
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Post by Halleck »

Amazing!

So a clydesdale would have about ten of those, right? :D
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Post by klauss »

Oblivion wrote:No, no. Not renders. I meant the mesh itself. The Ogre port will probably take care of rotating it. But that's just hypothetical. :)
Sure it can (will)... having 3D content seamingly blend with 2D content in the GUI is one of my main goals.
But you won't get that level of niceness, though. Sometimes, renders are best.

You'll be able to have movies, if you want ;)
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Post by Zeog »

jackS wrote:I've committed the images to data4.x/textures/cargo
For you information, I had uploaded all the upgrade pictures from Silverain and moved the other upgrade pictures to data4.x/textures/upgrades, IIRC (svn server is down right now).

A picture for shield existed already but these ones look way fancier! Thumbs up! :D
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Post by jackS »

Zeog wrote:
jackS wrote:I've committed the images to data4.x/textures/cargo
For you information, I had uploaded all the upgrade pictures from Silverain and moved the other upgrade pictures to data4.x/textures/upgrades, IIRC (svn server is down right now).

A picture for shield existed already but these ones look way fancier! Thumbs up! :D
oops. I'll move them then, to be consistent.
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Post by ergo »

please remember that there is one more shield generator in this thread ;-) shield5 :]

ok, now im starting to commit capacitor graphics
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Post by Zeog »

Alright, the files are moved, shield5 is added and all those nice pictures should now show as various types of "Shield 4". The old shield pictures should now show as "Shield 2".
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Post by Oblivion »

having 3D content seamingly blend with 2D content in the GUI is one of my main goals.
So Ogre will not totally make bases walkable? It will just make some ships fly by, people moving, light winking, etc? :) Because I can't imagine getting FPS/RPG Style navigation through a base (which is nice, but seems way too ambitious, not to mention the quality of results will probably be less than with renders).

So, a freelancer style of a base then? With cameras and stuff and a static background? :D Renders do look better than OpenGL made stuff. Especially stuff like ergo's making. :shock:

:D
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Post by Halleck »

OGRE will not make bases walkable, but OGRE will allow bases to become walkable. It gets rid of the engine limitations that keep us from doing walkable bases in VS, but it will not magically create walkable bases for us. It will only enable their creation.
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