Author Topic: Mapped Beams  (Read 3579 times)

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Offline Fozzy

  • Wokka wokka wokka!
  • 28
  • Wanabe A Mighty Modder
    • Fozzy's Myspace
(note this is not compleate code)I have an idea for beams mapped onto .pof file instead of just the texture.

1) It includes loading a "pof" every time the beam is fired
      Pof_Beam = model_load( "Pofbeam.pof", NULL, NULL );
      Assert(PofBeam>-1);
2) texturing it with the default texture
         int bitmap_num = pm->original_textures[j];
(i think the thruster textures are defined a bit like this)

3) Scaling it using a methord simular to scaling thrusters

4) making it translucant like the wormhole

I think i can do steps 1 and 2 but i am stuck after that, Programmers i need your help. Who am i kidding i am not skilled enuff to so this this is a major mod, but the info could be useful for someone who knows what they are doing.


Things I Searched  for:
 model_set_thrust
 beam_type_d_move
 Subspace_model_inner  = very helpfull (texturing and loading models)

need to find out:
 how to make tha damn beam
 How to make the textures translucant
 how to assign a pof file to each level of beam
The Terran VolksWagen Project - Lol
"that was a little too close, we gota wait fifteen mins to change our shorts" = (snipes, FS2)
I can whoop your ass with my LOGITECH

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
that would slow down your system and not look as good.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Fozzy

  • Wokka wokka wokka!
  • 28
  • Wanabe A Mighty Modder
    • Fozzy's Myspace
I dont think it would look that bad, (warp efect, thrusters)
Besides if you have ever played "gun-Man" they use somthing simular
The Terran VolksWagen Project - Lol
"that was a little too close, we gota wait fifteen mins to change our shorts" = (snipes, FS2)
I can whoop your ass with my LOGITECH

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
That's a pretty hefty idea. Maybe we should wait till the coders mature and then look back at it; I think it's out of our reach for now. :)
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
for my part I don't see the purpose. I'd rather have a glow applied to the actual map ust like primaries do...
SCREW CANON!

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
mapped beams=bad

we've had this discussion before, but maybe it was on vwBB.  A mapped beam means the glows will look out of place if you look at the beam from the side; more importantly, it would cause a number of problems with the effects at the point of origin and the point of impact.