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Forum » SpaceEngine » Feedback and Suggestions » An epic sun effect
An epic sun effect
KvikiDate: Saturday, 19.05.2012, 22:56 | Message # 1
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It's used in EVE online and it's pretty popular all around. I think it would be way too awesome to have it in SE.
Example here:
http://ukitakumuki.deviantart.com/art....0&qo=11

http://apexwebgaming.com/large_reviews/eveonline/image3.jpg

http://web.ccpgamescdn.com/newssys....940.jpg

But it would be nicer to have an actual particle effect for the sun that scales with how close you are to the star, not just a sprite. And please don't say it's non-realistic! We're in virtual space here, so it should be allowed! biggrin

Once in a planet atmosphere however, the horizontal flare should swap to:
http://i.imgur.com/u3wNc.png







Edited by Kviki - Sunday, 20.05.2012, 02:14
 
anonymousgamerDate: Thursday, 21.06.2012, 16:17 | Message # 2
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This is called an "anamorphic lens flare," which is a type of lens flare made by anamorphic lens, which, btw, means it won't be "non-realistic," because it is a real (and cool) effect. In movies, generally they are used in the sci-fi action genre, or films with a higher budget because those cameras are expensive. Micheal Bay and JJ Abrams normally use these cameras and the new Star Trek movie was infamous for its overuse. Btw, we don't need sprites or textures for a flare effect. Some fancy work with shaders can do it. Crysis 2 has a lens flare shader, and so does a mod for Crysis 1 (called Xzero's Shaders Pack).

Films I know of with this effect:

Transformers Triology
All Star Trek movies made 1994 and later (not sure about the earlier ones, haven't watched them all)
Super 8
The Incredible Hulk, and probably some other Marvel movies
The League of Extraordinary Gentlemen (the movie sucked though lol)
The Green Hornet
Armageddon
MI3 and MI4
Theres a ton more.

P.S. In my book, the way to tell if the movie uses an anamorphic lens is to check the bokeh. If it's vertical oval shaped, it's anamorphic.

P.P.S. http://www.youtube.com/watch?v=gAKiWvjfCiQ&feature=relmfu Tons of lens flaring fun

P.P.P.S. The atmosphere of a planet will not affect flare shape.





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Edited by anonymousgamer - Friday, 22.06.2012, 14:54
 
SolarisDate: Thursday, 21.06.2012, 17:16 | Message # 3
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Quote (Kviki)
But it would be nicer to have an actual particle effect for the sun that scales with how close you are to the star, not just a sprite.


Quote (SpaceEngineer)
Today new features:

Real brightness of the planets (lighting dependency on the distance to the sun)
( http://en.spaceengine.org/forum/21-589-5 )

I do not know if this is exactly what you are talking about, but it is already an improvement in this direction. smile


Edited by Solaris - Thursday, 21.06.2012, 17:20
 
anonymousgamerDate: Thursday, 21.06.2012, 17:27 | Message # 4
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Quote (Solaris)
I do not know if this is exactly what you are talking about,


It's what the sun flare looks like. Not the brightness. You know when you are look at the sun you get the six points of light and the rainbows at the edge of the screen, and the other light artifacts? It's that itself.

Here is a comparison. The top photo is one I made in Photoshop a few months back. The bottom one was in Spaceengine itself. See the difference?




Attachments: 2655114.jpg(308Kb) · 5347357.jpg(89Kb)





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Edited by anonymousgamer - Thursday, 21.06.2012, 17:41
 
SolarisDate: Thursday, 21.06.2012, 17:37 | Message # 5
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Got it ! sorry for that.
I quite enjoy the actuals one, but I agree with gizmo, the light is important part of this experience.
But I think we will have many improvements to see and discover with the 0.96 biggrin

Edit : wow, indeed this is much better.. Nice job with the Photoshop, do you have more to show?


Edited by Solaris - Thursday, 21.06.2012, 18:35
 
anonymousgamerDate: Thursday, 21.06.2012, 22:44 | Message # 6
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Quote (Solaris)
Nice job with the Photoshop, do you have more to show?


No, sorry. I can make some more though, by taking screencaps in Spaceengine and then touching them up a bit.





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DevonXDate: Thursday, 21.06.2012, 23:46 | Message # 7
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Yep i would like to have that in the game. smile nothing more to say XD
 
anonymousgamerDate: Friday, 22.06.2012, 08:53 | Message # 8
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Ok, so what I did was remove the lens flare in Spaceengine itself, and Photoshop in my own to see what it would look like in game.







IT LOOKS SO PRETTY

Attachments: 5734407.jpg(192Kb) · 1084245.jpg(100Kb) · 3497826.jpg(77Kb)





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Edited by anonymousgamer - Friday, 22.06.2012, 08:55
 
altfutureDate: Friday, 22.06.2012, 10:56 | Message # 9
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Nice, indeed very pretty!
 
BlackArkDate: Friday, 22.06.2012, 12:05 | Message # 10
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Pretty Cool
 
SpaceEngineerDate: Friday, 22.06.2012, 12:33 | Message # 11
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That's problem? Go to data/textures/common and edit/replace flare.png and lens_flare.png. Also, edit data/models/engine/lens_flare.cfg to adjust lens flare ghosts.




 
anonymousgamerDate: Friday, 22.06.2012, 12:37 | Message # 12
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I'm gonna go try that right now, thanks for the tip!




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anonymousgamerDate: Friday, 22.06.2012, 13:42 | Message # 13
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Legit in-engine result after an hour of tinkering. Awesome.

Thanks Spaceengineer!

In an update, will I have to backup the edited files so I can reinstall them?

Attachments: 6315352.jpg(71Kb)





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Edited by anonymousgamer - Friday, 22.06.2012, 13:59
 
HarbingerDawnDate: Friday, 22.06.2012, 14:09 | Message # 14
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That looks great!

Quote (anonymousgamer)
In an update, will I have to backup the edited files so I can reinstall them?
You should always back up your files wink Each new version of SpaceEngine should go to a clean installation, so you will probably have to manually copy any custom files from the old version to the new version (assuming they are compatible, which the lens flares probably will be).





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anonymousgamerDate: Friday, 22.06.2012, 14:46 | Message # 15
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Re-made the lens flare, made it better looking.



Here are the flare textures. Put them in the data/textures/common folder. Top one is flare.png and bottom one is lens_flare.png



Copy this into the lens_flare file in the data/models/engine folder after you delete all the text in that file

Code
// global scale parameter
GhostSize  100

//         color       bright   scale  position  tc offset  tc width
Ghost { (0.6, 0.5, 0.35)   0.1     0.1    -0.45       0.25      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.5     0.2    -0.40       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.1     0.1    -0.25       0.25      0.25 }
Ghost { (0.35, 0.6, 0.5)   0.5     0.2    -0.20       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.5     0.1    -0.55       0.25      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.3     5.1    -0.50       0.00      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.5     0.2    -0.35       0.75      0.25 }
Ghost { (0.35, 0.6, 0.5)   0.1     0.1    -0.30       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.5     0.2    -0.15       0.25      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.5     0.1    -0.10       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.5     0.3     0.10       0.25      0.25 }
Ghost { (0.35, 0.6, 0.5)   0.1     0.1     0.15       0.00      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.2     0.8     0.30       0.25      0.25 }
Ghost { (0.6, 1.0, 0.35)   0.5     0.2     0.35       0.75      0.25 }
Ghost { (0.4, 0.35, 0.6)   0.5     0.2     0.50       0.25      0.25 }
Ghost { (0.6, 1.0, 0.35)   0.1     0.1     0.55       0.00      0.25 }
Ghost { (0.6, 0.35, 5.0)   0.1     0.8     0.70       0.25      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.5     0.3     0.75       0.75      0.25 }
Ghost { (0.6, 1.0, 0.35)   0.5     0.1     0.60       0.25      0.25 }
Ghost { (0.35, 0.5, 0.6)   0.5     0.1     0.50       0.25      0.25 }
Ghost { (0.35, 1.0, 0.5)   0.5     0.1     0.55       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.5     0.2     1.30       0.25      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.5     0.2     1.35       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.5     0.1     1.50       0.00      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.5     0.2     1.55       0.25      0.25 }
Ghost { (0.35, 0.6, 0.5)   0.5     0.1     1.70       0.75      0.25 }
Ghost { (0.3,  1.0, 0.6)   0.5     0.3     1.75       0.25      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.5     0.1     0.50       0.25      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.5     0.1     2.15       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.5     0.2     2.30       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.3     1.9     2.35       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.5     0.2     2.50       0.00      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.5     0.3     2.55       0.75      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.5     0.2     2.70       0.25      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.5     0.1     2.75       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.5     0.5     3.00       0.25      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.5     0.1     3.15       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.2     3.7     3.30       0.00      0.25 }
Ghost { (0.35, 0.6, 0.5)   0.5     0.1     3.35       0.75      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.5     0.4     3.50       0.25      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.2     0.1     3.55       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.5     0.2     3.70       0.25      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.2     0.9     3.75       0.25      0.25 }

Ghost { (0.6, 0.6, 0.6)    0.5    25.3     0.10       0.50      0.25 }
Ghost { (0.6, 0.6, 0.6)    0.3     1.6     0.90       0.25      0.25 }
Ghost { (0.6, 0.6, 0.6)    1.0     2.6     0.95       0.25      0.25 }

Ghost { (0.6, 0.5, 0.35)   0.5     0.5    -0.47       0.25      0.25 }
Ghost { (0.35, 0.6, 0.5)   0.3     0.3    -0.22       0.25      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.3     1.5    -0.53       0.00      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.3     0.3    -0.31       0.25      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.5     0.5    -0.12       0.00      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.2     0.5     0.32       0.75      0.25 }
Ghost { (0.4, 0.35, 0.6)   0.1     1.4     0.52       0.50      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.3     2.0     0.72       0.25      0.25 }
Ghost { (0.35, 0.5, 0.6)   0.1     8.5     0.52       0.00      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.1     3.7     1.32       0.25      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.3     4.4     1.57       0.75      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.2     3.5     2.20       0.25      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.1     5.6     2.60       0.00      0.25 }
Ghost { (0.5, 0.35, 0.6)   0.2     4.5     2.52       0.25      0.25 }
Ghost { (0.35, 1.0, 0.6)   0.5     0.2     2.79       0.50      0.25 }
Ghost { (0.6, 0.35, 0.5)   0.3     4.0     2.90       0.75      0.25 }
Ghost { (0.6, 0.5, 0.35)   0.2     0.3     3.54       0.25      0.25 }
Ghost { (0.5, 0.35, 0.5)   0.2     2.3     3.72       0.25      0.25 }

Attachments: 6755216.jpg(183Kb) · 7525726.png(14Kb) · 8544831.png(17Kb)





Desktop: FX-8350 4.0 GHz, 8 GB DDR3 RAM, EVGA GeForce GTX 1080 FTW 8 GB, 2 TB HDD, 24 inch 1920x1080 screen
Laptop: Core i5 480M 2.66 GHz (turbo 2.93), 8 GB DDR3 RAM, AMD Radeon HD 6550m 1 GB, 640 GB HDD, 17.3 inch 1600x900 screen


Edited by anonymousgamer - Friday, 22.06.2012, 14:53
 
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