Search found 285 matches

by miu
Fri Jul 09, 2004 12:57 am
Forum: Graphics
Topic: Request: Final art for 0.2
Replies: 35
Views: 8311

0.2 stars: http://www.evtek.fi/~k0201783/freeorion/02stars.zip
3x blue-red-orange-white-yellow
2x neutron & blacks

Mix of old ones, Hadrians and some of mine. Hadrian - your blackholes didn't work on black background, replaced them with new ones :)
by miu
Thu Jul 08, 2004 7:31 pm
Forum: Graphics
Topic: Request: Final art for 0.2
Replies: 35
Views: 8311

Noelte: no no, It was for extremepumpkin, didn't saw your reply when I was writing that:) feel free to do as you see best. (actually same with Hadrians - I was writing that post at the time he posted his) Shame that I cant get Hadrians stars to download right now, curious to see them - I've had much...
by miu
Thu Jul 08, 2004 7:13 pm
Forum: Graphics
Topic: Request: Final art for 0.2
Replies: 35
Views: 8311

Thanks for notifying - but I'll replace them with edited ones shortly. Same happens with some of the other stars we have currently as well :/ No animated stars in 0.2, but we'll do them for 0.3.
by miu
Thu Jul 08, 2004 6:59 pm
Forum: Graphics
Topic: Request: Final art for 0.2
Replies: 35
Views: 8311

whitestar1: http://users.evtek.fi/~k0201783/freeorion/whitestar01.png whitestar2: http://users.evtek.fi/~k0201783/freeorion/whitestar02.png orangestar1: http://users.evtek.fi/~k0201783/freeorion/orangestar01.png orangestar2: http://users.evtek.fi/~k0201783/freeorion/orangestar02.png neutronstar1: ht...
by miu
Thu Jul 01, 2004 6:03 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 5764

This sounds good. Few adjustable layers that can be composed in xml :)

What would need to be definable/layer:
scale - not neccesary but would ease a little
tint
spinning speed and direction of layer
opacity value changes& times - by sin curve.

probaply would need ~5 layers per star.
by miu
Thu Jul 01, 2004 1:52 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 5764

ok. How about doing 3-5 greyscale prerendered basic star-animation sequences using similar method as in planet-rotation. These would be colored by code. On top of them would be faded in and out still streak-pictures that would be also colored accordingly. - no rotation of textures needed but there w...
by miu
Wed Jun 30, 2004 11:38 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 85688

Tzlaine>" Let's say you have 25 of them. That's 25 queues to deal with. I feel that fewer queues is an inherently better situation." Werent there an idea to use areas/provinces to deal with these? - each province would have a UI to handle all the all the shipyardques on it's geometrical area. Also t...
by miu
Wed Jun 30, 2004 1:59 pm
Forum: Other Game Design
Topic: local construction / global ship building
Replies: 21
Views: 3945

I really like this suggestion, without making shiproduction a separate focus.

Drek's original meters-post: viewtopic.php?t=702&highlight=meters
by miu
Wed Jun 30, 2004 1:47 pm
Forum: Graphics
Topic: request: starship renderings
Replies: 168
Views: 25272

Looks great :) Some of those details could be shown with bump-maps/displacements. This ship would be great for cutscene/intro/winning/losing-animation.
by miu
Wed Jun 30, 2004 6:26 am
Forum: General Discussion
Topic: A post mortem
Replies: 3
Views: 2203

link

http://www-cs-students.stanford.edu/~am ... eprog.html -lots of good reading, mainly different technis of game programming but covers design issues as well.
by miu
Tue Jun 29, 2004 10:42 pm
Forum: Design Archive
Topic: Public review II: Buildings
Replies: 89
Views: 54048

I agree with Noelte
1 - local ques with global tools. - as the maximum numbers of buildings/colony is very low there wont be too much microing.
2 - local building and predecided placement
3 - no global pool, systemwide could work.
by miu
Mon Jun 28, 2004 9:55 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 5764

could do, but it gets quite complicated - we would need to transfer whole star-animation to vector based, with proper gradients, antialisings and such (every streak would be need to be drawn as separate triangle and theres plenty of them) bit complicated to do with tools I have - suggestions for goo...
by miu
Mon Jun 28, 2004 9:30 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 5764

It works quite well as the zoom is currently - smaller when zoomed out, bigger when zoomed in, but not so big that it would clutter it too much. And it's quite nice to see all the detail (smaller streaks and more detailed animation) at close zoom compared to very out-zoom where everything is small. ...
by miu
Mon Jun 28, 2004 9:20 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 5764

it's slightly different depending the case. That few textures rotated works well on stars, but wouldnt work on planets - on wich i think either full prerendered imagesequece (if we get somehow the memoryproblem sorted) will work best, or otherwise we have to wait the 3d-engine to get redy. Smaller p...
by miu
Mon Jun 28, 2004 9:10 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 5764

animated stars - different methods, suggestions?

we are doing animated stars for starmap. Possible methods thought so far: 1. prerendered png/jng sequences. -very memoryhungry with long loading times. (memory requirements using this method with 128x128 resolution gets way too heavy, smaller resolutions wont look good at close zoom). Is playing mov...