i wondered about that for some time. - the menu screen ( where you pick new game, load, multiplayer etc. ) - is it the same freelancer engine? - same models ... same effects?
cause there are a few things that i miss in the actual game....
animated stars / suns - there is a star with a dustring that is animated ( or more than most other static stars in the game )
the transports fly with all their engine hardpoints activated. - ingame they "only" use 1 engine. - in the menu screen, you can see them spill fire out of every of their engine hardpoints. ( must be like 6 )
the rocky planet is animated and shows volcanic activity. - i haven t seen an animted planet ingame ( except spinning ones that spin way too fast )
the space station has a bloom effect on its lights ( the triangle inside the rotating thingy ) - this effect exists ingame - and is used for the spotlights on the miners. - but not anywhere else.
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while i understand that DA might have chosen not to use such effects in the game cause they would have slowed it down - computers today are capable of dealing with it easily. - so the question is .... can t we replace some of the models used in the menu screen with the ones in the game?
Erm. Not exactly. Menu uses same in-game cutscene engine which is used for all real-time cutscenes in game, including landing on planets, equipment rooms on bases, etc. They can be modified to a certain degree as a scene, but not really too much, for example we can't make new models for characters but we scan reskin them. That being said menu screens can be done, they aren't too hard, however base rooms are a bit tricky.
Animated suns aren't exactly suns, those are merely effects placed. Suns in game are complex objects made of various elements, such as actual circle, glow, lens, spikes, etc., they use scaling and fading techniques for various things, like "blurring" effect when passing through nebulae, etc. Particle effects don't have those features and would cause graphical problems in certain situations. More importantly effects don't maintain glowing size regardless of range between you and sun, i.e. there wouldn't be light corona.
Transports and other "moveable" objects don't use engines at all, basically the script tells to move object from point A to point B, and nothing else. They don't move by themselves, hence you don't see proper engine effects.
Rocky planet with animated surface can be done, it's merely effect which can be attached to special invisible object put on top of the planet object.
Bloom effect from stations is also used on nomad lanes to feature in 4.85.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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With the menu screen, did I also spot a Freeport roatating upside down?
And if the menu could be changed, could it be altered to include NPC battleships battling it out? A menu screen of a Bretonian Dunkirk and a Kusari BS fighting would look really good for the mod. The multiple luxury liners and transports are a bit boring after all.