Just playin around

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Just playin around // Work in Progress

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Post by remnar // Jul 26, 2008, 10:46pm

remnar
Total Posts: 105
Hello. It's been awhile since I did any "art". I am by no means a artist. I just like to waste time playing around with new software. Ts7.6 being free, I grabbed it up real quick. I wasn't sure if the program was stripped down or it was just I had to manually set up those nice looking tool bars as shown in some tutorials. After watching and reading tutorials and playing around, I got the feel of the program and started a project. Since I have no need for the Workspace (and my PC doesn't like it anyway), I been just working on the modeler side and came up with this so far.


What I plan to do is make it into a landscape/scifi scene. I have a lot of work to do on the terrain, such as adding volcanic effects, smoke and and such. It's something that I'll probably spend a real long time on, while learning the software.


There are quite a few bugs I ran into, but I learned to work around them so far. I wish the RT shaders would work with the built in renderer. What good is a Dx9 shader unless you intend to use it in a dx9 application, or one of those expensive renderers? Well anyway, It's good to have free access to this software. It's fun to work with.

Post by kena // Jul 27, 2008, 5:34am

kena
Total Posts: 2321
pic
welcome to the forums and to TS!!!!

Nice image! Looks like you have had experience with 3D before.

looking forward to seeing where you go with this.

Post by Steinie // Jul 27, 2008, 5:47am

Steinie
Total Posts: 3667
pic
Remnar, I wish you had come back sooner you are a genius to me!;) I would love it if you considered writing plugins for the new workSpace side. Your stuff is always awesome.

Post by remnar // Jul 27, 2008, 2:35pm

remnar
Total Posts: 105
Thanks for the kind comments. It's been a long time since I wrote any plugins or have done any software development. I gave it up because it ended up being way over my head.


I still have the code and tsx's to the Scatter and LightManager plugins. I have been thinking about going back into it and trying to finish them. Scatter needs a lot of work, but I am not sure if either plugin is necessary at this point. After running the plugin with ts7, I find that grouping is dead slow even with my advanced grouping algorithm. I also find a problem with the Particle Manager's swappo not being able to correctly replace objects with metaballs.


If I were to restart this project I may need a new version of Delphi wich uses .net that I'm not familiar with. I know a bit of VC++ but not enough to engineer the interface, in wich Delphi is stupidly easy to do. I've also been thinking maybe it's possible to recreate these plugs with Ts' scripting. It's something I have to research.


As for the workspace, I don't have any ideas for scripts except to play around with dx9 shaders. I can use the workspace ok as long as I have the ground plane as wire, but I can't do complex scenes, my PC and graphics card are low end.

Post by remnar // Jul 29, 2008, 3:05pm

remnar
Total Posts: 105
I had to create the scene from scratch because of bugs, however it wasn't too hard since I already had the rocky terrain saved as a object, and the metaballs was done using Scatter. I also had the materials saved so it was just a matter of reassembly. What I've done here is replace the water texture with a lava one. In order to get it to look somewhat good, I needed to create a couple of lights pointing upward using a red color with some shadowing. I also added ground fog which really helps here. There are 2 other lights for the incoming lighting.

Post by Steinie // Jul 30, 2008, 5:05am

Steinie
Total Posts: 3667
pic
Looking cool, well not really, hot hot hot is more like it

Post by remnar // Sep 3, 2008, 11:37am

remnar
Total Posts: 105
I needed to do some real modeling with this scene. I started off adding a tether platform elevator with a walk way to the artifact, but I ended up deleting them in the end since this is not an animation. There are 3 lights in the scene. The infinite light needs tweaking, since I was playing around with the units and it ended up too bright. There's a goniometric light where the blue screens are. Then there's a material light from the lava texture. The red glow is done with ground fog. I had to really mess with the cave part of the mesh to not only just curl it around using a bend(taper) but also twist and distort an end. I also had to play with the rotation and scale and ended up with the crack at the side instead from the top (which is where the infinite light is supposed to shine through). Any comments and critics welcome.

Post by splinters // Sep 3, 2008, 12:37pm

splinters
Total Posts: 4148
pic
I like it, has a natural looking light to it which gives it realism...:D
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