Space fly through - suggestions?

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Space fly through - suggestions? // Roundtable

1  |  

Post by davidjohnson // Jun 9, 2006, 6:25pm

davidjohnson
Total Posts: 169
Since I was helped out so much with my other post on wire fly through, I thought I would ask this as well - I want a fly through space, passing planets etc as I go - creatively speaking, should the stars move around me or is it better to have them as a background instead and just have the planets move by? I want to connect the phone through the wires to another phone on another planet and want to have that through space view...suggestion always welcome!:)

Post by davidjohnson // Jun 10, 2006, 7:52am

davidjohnson
Total Posts: 169
Ok, trying to make a sun now, any ideas on how to make a glowing sun in the distance?
I tried this tutorial :
http://hometown.aol.com/jeffers7/tutor3/page3.html

But I can't seem to get the polygon to quad divide. I am using 6.5

Post by Zeipher // Jun 10, 2006, 1:21pm

Zeipher
Total Posts: 224
pic
Stars, I've found are usually better if done as a back ground. If you get a large enough texture, you could put it onto a large place and stick that far away from the camera, then you will get a slight movement from the stars. The quad divide tool is (I think) the icon on the very far right of the bottom panel (ignoring any plugins). For suns, however, I have always used lens flares. There look great, but aren't really as powerful in trueSpace as I would have liked. They're either on or off, no real fade if an object passes in front of it. Let me know if you need more help, and it might be best to keep questions in the original topic instead of starting a new post per section of the animation. lol. No real problem, but I was ignoring this one and repeatedly checking on the other. That may account for why nobody replied to this one. No harm done :D


andy

Post by davidjohnson // Jun 10, 2006, 2:10pm

davidjohnson
Total Posts: 169
Thanks Andy,


Right now, I am trying to ignore the post-processing effects and work with just the normal tools. I cannot quad divide the polygon, it just won't let it happen. So I am trying other things, but I can't seem to get a sun...

Post by Zeipher // Jun 10, 2006, 4:51pm

Zeipher
Total Posts: 224
pic
Not entirely sure why you even need to quad divide anything. what I would do is get the sun image I want, put it onto a plane, make an alpha mask of the sun with a 2D software, then place them together on the plane. Simple... would take a few mintues. Next? :p


andy

Post by davidjohnson // Jun 10, 2006, 6:19pm

davidjohnson
Total Posts: 169
I want it to shine brightly in the distance, like a bright star or a sun - so just an image wouldn't cut it for this scene unfortunately...
The polygon quad-divide thing was from the tutorial I listed above :
http://hometown.aol.com/jeffers7/tutor3/page3.html

Post by Bobbins // Jun 10, 2006, 9:46pm

Bobbins
Total Posts: 506
Triangulate the polygon instead of quad dividing.

Post by W!ZARD // Jun 10, 2006, 10:27pm

W!ZARD
Total Posts: 2603
pic
I guess the question I would ask is: are your two planets in the same star system or are they orbiting different stars?

If you are traveling from say Earth to Mars (or a similar planetary arrangement) then the background starfield doesn't need to change at all. Travelling over short planetary distances would not affect the look of the background starfeild.

If you are travelling in a strainght line to the second planet you can simulate that by simply scaling the planet from very small up to ther size you want.


Zeiphers suggestion of putting your starfield on a large plane also is a good one.


Depending on which version of tS you have you may be able to use a particle system to duplicate the 'warp factor' effect we all recall from Star Trek where the stars appear to zoom toward the viewer. There are several different ways you could use this idea.


Finally, get yourself a copy of Celestia (http://www.shatters.net/celestia/index.html) which is a great program which allows you to simulate travelling around the solar system and around the galaxy. It's free, it's educational and it's great fun and will allow you to get a sense of what travelling in space would be really like. In addition it's a great source of space textures which you can use in tS. I'm a great fan of this software and I've used it in many different ways in conjunction with tS.


HTH

WZRD

Post by Bobbins // Jun 11, 2006, 8:12am

Bobbins
Total Posts: 506
There's a step missing from the tut you are following. If your polygon is drawn in light blue in a draw panel then it's still a curve.


Before quad dividing the polygon use the "Convert Nurb Patch to Polyhedron (or Curve to Polygon)" tool.


This will make it a white polygon and you can quad divide it as shown.

Post by Cannikin // Jun 12, 2006, 7:56am

Cannikin
Total Posts: 18
If you're camera is going to be panning/moving around on the scene it might be easier to use the free plugin INFINITY 2.


One of the tutorials that comes with it (I think it's #5) has a starfield. You can shut off the cloud layers and keep the stars.


What's nice about this is the stars will rotate with the camera and you won't need giant polygon planes with starfield maps slowing down your render!:)


HTH,


- Zac
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn