Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - svuun

Pages: [1] 2 3 ... 5
1
Fan Art / Svuun in game (per Lilura's request)
« on: March 19, 2010, 06:27:16 pm »
Had trouble posting it before for the magazine article submission.  Shoddy internet, so I'll try a new thread. crossing my fingers it will make it.

Here is a more accurate representation of Svuun in game, in all his glory.  His look changes from time to time and today a swelling pimple surfaces on the day of his portrait. Oh no!   :'( The .dds is altered to suit the needs of role play and is offered to role play participants in events when needed.  They would not otherwise see him altered without the correct version of the .dds file.  A fatigued, blood stained version of Svuun facilitates better player interaction during events without having to resort to implications or trying to click the target and read his description as the event passes you by.

These are all variations on the original artwork obviously, but altered for Svuun.  He's not your typical looking dermorian.




2
General Discussion / Re: Graphics outlook for PS and crystal space.
« on: March 18, 2010, 06:26:27 pm »

b) they have a sorting (search ::) )  algorithm that pretty much allows them to easily load only small subsets of the of the 3D points depending on 'camera' view and position/object orientation/perspective/occlusion so that they only have to reconstruct/render the visible geometry

Shading won't work properly (and it doesn't in their videos) since hidden geometry can also contribute to the overall shading of a scene. As a workaround, they may be able to generate/use 'lower quality' models (smaller sample sets) for hidden geometry - but that will still slow it down a lot and invalidate their statement regarding the fact that they only need to process a number of points that's only up to the number of pixels on the screen.
I did wonder about the shading problem, and you're right its quite evident in their videos.  The narrator dismisses this though but I wasn't clear about his reasoning.

Quote
http://hyperfun.org/wiki/doku.php?id=hyperfun:main - a good place to start looking into 'non polygon' things  :)

nice site.  on their main page they talk about modeling the internal structure of their models, which struck me as interesting.  they're solid (as much as they want to be) in contrast to the hollow models we have now.  imagine breaking a stone in game to reveal a unique jagged rough surface as opposed to some preformed polygon surface. the visual realism would almost supplant the creative description made by the role players (not that it ever could... or could it?).

3
General Discussion / Re: Graphics outlook for PS and crystal space.
« on: March 15, 2010, 02:56:59 am »
It's good that you brought this to light, but you should discuss it with the development team leaders and show them the video, if they don't see it here.

yeah then I hope a mod moves it to the appropriate subforum.  its really not that important, but the feedback from devs would be interesting.

4
General Discussion / Graphics outlook for PS and crystal space.
« on: March 15, 2010, 01:49:11 am »
I was wondering how long before the use of unlimited graphics, as seen in this video http://www.youtube.com/watch?v=Q-ATtrImCx4 would be employed in PlaneShift.  I know it has just come to pass that the use of shaders has moved the game forward a bit visually, but polygon complexity is limited to the power of graphics cards and the model itself. 

And if this technology/method is proprietary will we ever see a variation of it employed in opensource graphics projects, like CS.

From what I listened to in the video, the sdk won't come out till 16 months from now, but how long after that before possible use in games like PS? years, a decade, or never? Would it ever be a consideration given that all the graphics would have to be reworked?

Mods can move this to appropriate subforums, as I wasn't sure if development deliberation would have been better since this is quite vague and one of those hypotheticals that probably cannot  be answered with specifics.

5
Fan Art / Re: Dlayo demonic dagger
« on: August 28, 2009, 10:08:08 pm »
  an example of a player bored out of his mind.  take a break, go for a walk, read a book.  if you find yourself constructing primitive images with world objects, you should reconsider your presence in game and do something else.

6
PlaneShift Mods / Re: A more Practical container
« on: May 31, 2009, 09:00:42 pm »
all these mods are located on the planeshift3dmod repository.  http://planeshift3dmod.svn.sourceforge.net/viewvc/planeshift3dmod/svuun/container%20mods/

most of the other mods can be found starting in this directory: http://planeshift3dmod.svn.sourceforge.net/viewvc/planeshift3dmod/

7
PlaneShift Mods / Re: Super Small Info Window
« on: January 10, 2009, 09:16:58 am »
very compact and clean looking. nice work. I especially like the one row stat bars and the compact spell strength window.
 \\o//

8
PlaneShift Mods / Re: A Light-Weight Inventory
« on: December 17, 2008, 08:50:14 am »
Maybe you can add the other slots but "out of sight" - outiste the visible area? (assuming that's the reason why equiping with commands doesn't work)

yeah that worked and i was able to /dequip /equip with no problem.

http://tinypaste.com/6b781

9
PlaneShift Mods / Re: A Light-Weight Inventory
« on: December 13, 2008, 04:20:45 am »
thom were you able to
Code: [Select]
/dequip righthand or left hand or sabre with this mod. i reverted to original and I was able to /dequip fine, but with this inventory, i do not get a result, but I can of course use the mouse to dequip items.

10
PlaneShift Mods / Re: A Light-Weight Inventory
« on: December 11, 2008, 05:26:52 am »
  really nice going thom, the layout makes much more sense and is definitely easier to use.  one question (i should just download it and experiment) but when you open the inventory (either by pressing "I" or the shortcut) do both windows pop up?

**
  actually i couldn't open the small inventory as I couldn't access a sack, and there was no inventory button... i'll experiment with it i guess or post if you have info. thanks.
**
  give up. couldn't open the small inventory and thus couldn't access anything. unless i was near a furnace and opened the container, then opened the small inventory.  I tried adding a small inventory button, but it didn't work.



****
ok i saw the "Bag" key binding in options and will use that.  sorry about that. :whistling:

11
PlaneShift Mods / Re: A more Practical container
« on: November 09, 2008, 07:48:05 am »
Added a few more variants. the single columns are obviously the easiest to use, so forget the two column version unless the size the of the slots really bother you.

12
PlaneShift Mods / A more Practical container
« on: November 07, 2008, 10:10:33 pm »


 :oops: I highly recommend the 2nd or 3rd or 4th mods, unless the slots are too small

rename the old containerdesc.xml and keep it safe.

rename this containerdesc2x8.xml to containerdesc.xml, save in the data/gui directory

download here:
http://www.mediafire.com/?y5yny4yevoj

theory is that transfering to inventory is easier as the distance is shorter from the "transfer to inventory" button or small inventory, adjacent to the container.

\\o//
SINGLE COLUMN for even faster use in the container. And its easier for right handed people. This is the one i'll be using:


download here: (remember to rename to containerdesc.xml)
http://www.mediafire.com/?zmmj10rojyn


:thumbup:
its about as minimalist as one can get and has all the necessary buttons.


download here: (remember to rename to containerdesc.xml)
http://www.mediafire.com/?bzk2thywvzm


;D

Minimalist with description. The transfer to inventory button is there, just not reflected by an image. So drag and drop anywhere in the right box, like you would in the previous mod above



download here:
http://www.mediafire.com/?arizndhymkh

13
The Hydlaa Plaza / Re: Friggen Awesome Character Creator Thingy
« on: September 17, 2008, 07:00:36 pm »
Best I could do. Still disappointed.
http://i50.photobucket.com/albums/f321/Kieve/kieve_ugo.png

Svuun, you look like a tranny hillbilly!  That's freakin' scary!!!   :o

that's kieve's! and I guess he does sorta look like one if you make your eyes go out of focus and you spin around the room alot

14
The Hydlaa Plaza / Re: Friggen Awesome Character Creator Thingy
« on: September 08, 2008, 02:35:46 am »
Quote
Holy shi tzu, Svuun...  Blink

Probably the most beautiful citizen in all of yliakum.  I was just as amazed by its perfection too Raa.

15
The Hydlaa Plaza / Re: Friggen Awesome Character Creator Thingy
« on: September 07, 2008, 07:52:58 am »
Having finished his 5th lesson in crystal way, Svuun returns from the forest and makes his way to the tavern for some drink, food, gambling and entertainment.

As always, dressed for the occassion.

http://img244.imageshack.us/my.php?image=svuunforestcoloredwn0.jpg

Pages: [1] 2 3 ... 5