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It’s time for another “State of the Remake” post. Basically, this is just a video showing everything that has been done in the remake so far. But this time, with a twist! I also have a picture-in-picture video showing the original game! That way, you can compare it side by side. I hope it works well.
You can also see how the final version of the nebula effect looks in this video, near the end.
I just wanted to give you guys a quick update. Today I started working on implementing nebulas. You know, the green magical interstellar stuff that somehow prevents shields from working. That thing.
So, I have created a Perlin noise shader (billowed style) that will generate and animate the nebula texture map in real time. Then I imported the nebula outlines that I created last year in Adobe Illustrator for my SF1 map into 3DS Max. In 3DS Max I am doing the work of turning those outlines into 3D models, and vertex painting the edges so they fade out. This process will take me a couple of days – there are around 40 or so separate nebulas in the game. But, here’s a preview of what has been done so far!
I’m back from our holiday trip to Durango, Colorado… and am ready to get back into it!
First up… mighty morphing skyboxes! I have implemented a custom skybox shader that draws from and blends multiple sources. I also created different skyboxes for each of the major races that appear in the game. Their territories are marked on the original Starflight map and I follow it pretty closely.
It works very nicely! Especially while warping through the continuum fluxes, you can see the colors change due to the territories you pass through.
ALSO: The original game texture maps for all 811 planets are in the remake now! Huge thanks to Michael Gams for getting us over the finish line on this mini-project.
Check the changing skyboxes out in the video below. I fly up into Spemin territory, then down into Gazurtoid territory. Then I warp through a continuum flux into Elowan territory, and then back.