Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Turambar on January 31, 2005, 04:41:50 pm
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what are the names of the textures used for the Ulysses and Arcadia glowpoints? I want to get them and change them to color-modified versions of Bobbau's little glowpoints, (and i know the two wingtip ones are engine glows)
little things give this whole business a sense of quality and attention to detail etc etc
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Just open the models up in PCS and take a look at what is in the GLOW section.
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i think bob just used weapon glows for those. just make your own, weapon glows are like the easyest thing to do. i have made litterally hundreds of them the best of which will be used in nukemod.
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The ones on the arcadia are indeed weapon glows. But I'll make you a deal; get me glowpoints in the style of those on Bob's Herc but in all colors (and any appropriate half-tones, like teal) and I'll update the models with them. It'd be easier to use new glows than to modify the weapon glows that they are currently using. I used the red and blue glows from Bob's Herc and a RGB to RBG converted version for Nico's Ezechiel, if you want to see what I had in mind.
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:ick: I hate the glow points. They look so... tacky. (IMO)
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maybey you can get lighty to do a batch of them. i intend to use glowpoints on everything i make as soon as pcs gets upgraded.
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@Raa: if glows are done correctly, they can really enhance a model. You're not going to tell me that these look tacky, now are you?
(http://www.duke.edu/~cek6/ezechiel_glows.jpg)
Credit of course to Nico for the Ezechiel model.
Trouble is they aren't always done correctly; I've always viewed the Ulysses model as a tech demo more than an actual implimentation of glowpoints, so I expect it to be a little above and beyond acceptable, quite frankly.
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ownage!
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Ehh, I really don't like them. Sorry.
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Aye they dont look right, like they're sitting off the model or something.
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That's a fault of the textures. They actually all are centered on part of the geometry. The ezechiel has tips on those wings that come up under the glowpoints, the contrast just isn't that high so they are hard to see. The rest of them are quite plainly sitting on the model.
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Ehh. I still dislike them. I think that conventional glowmaps and the HDR/Bloom effect is the way to go.
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I think they look kinda funny when overdone (uly seems that way IMO...), but they look awesome on things like runway lights, or on installations, or on the flashing lights on the ends of antennae.
I don't quite know what it is, but the glows on that 'zech just look a bit...off
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If any one of you could elaborate on what you mean by "off", I'd love to enhance the model any way I can while I await a shield icon. I personally see absolutely nothing wrong with those lights, unless you think they are too big. Also, take a look at the model in game; pictures seldom do glowpoints justice.
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I hate them on the Uly, I hate them on the Herc, and I hate them on the Ezech. The glows are teh lame. Sorry. My opinion stands. And I have seen them in game.
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Raa, I know your opinion, damnit :)
I'm asking for why people see them as "off," not why you don't like them.
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Well, you said 'both of you' and it seemed only me and Anaz were complaining. :p
Edit: Oh. I missed Gank. Oops.
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I have a few theories atm:
It might just be the purple glows. I don't know why, but they seem out of place.
It might also be the number of glows. All the other glowy ships have either been "right" or "overdone". This one might be underdone. I thought the herc looked pretty good.
It might also be that they look like they're floating. Would probably be a non-issue if I was looking at it in the tech room.
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Ok, that makes sense. The purple were actually pulled off the Herc and were supposed to be blue, I'll try a better blue and maybe a cyan and see how those look. As for being over/underdone, the Herc actually only has three glows, but they are really large. I was going for a more running-lights look (which made the most sense with where Nico suggested I place them, thus the red and green blinkers on the wingtips) and I tried to keep it subtile; maybe therein lies your dislike of them.
Also, I just looked again at the position. I may be able to pull the glows in a little tighter in places, so I'll give that a try.
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OK ive made the all colors versions of the glowpoints, where should i send them
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Maybe they should be dimmer?
Oh, don't put glows on the two dots under the ship, they're not lights :D Just one under the nose of the ship ( a yellow one ) is enough.
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One day I really need ot learn how tu put glowpoints in....
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Finally, some feedback ont he darned thing. Updated again :D
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Well, I couldn't guess you'd post about that in a topic called "little things bugging me" that you didn't create :p
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It actually plays in well though because I will hopefully have a larger array of glowpoint choices in the future. So it goes toward improving the 'zech too.
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Originally posted by StratComm
If any one of you could elaborate on what you mean by "off", I'd love to enhance the model any way I can while I await a shield icon.
Yurr
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Originally posted by Turambar
what are the names of the textures used for the Ulysses and Arcadia glowpoints? I want to get them and change them to color-modified versions of Bobbau's little glowpoints, (and i know the two wingtip ones are engine glows)
little things give this whole business a sense of quality and attention to detail etc etc
Fixed your Arcadia concerns, it's available here (http://www.duke.edu/~cek6/install01.zip).
I'll see what I can do with the Ulysses, but it's not just a simple 1-for-1 swap as most of those glows are also too large.
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excellent
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And the Ulysses, here (http://www.duke.edu/~cek6/fighter01.zip). It's much more subtle, but I think it's much better that way.
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(http://img232.exs.cx/img232/3232/screen000kh.jpg)
how glowpointing should be, subtle and enhancing
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I actually may go on a mission this weekend to glowpoint all of the terran strike craft. I know some folks hate it, but with proper glowpoint graphics I think it comes out quite well. The one thing I think I will do, though, is reduce the size of the actual glowpoint images considerably; I'm using them in such small sizes that they are getting size-reduced by orders of magnitude 99% of the time and as such are wasting a ton of video memory.
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:jaw:
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sounds great
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Except for the red and green lights on either side, it does look like an imporvment. :yes:
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Oooh. I do like the new uly.
And it'd be awesome to have a completely glowpointed set, so the non-glowpointed ones don't look out of place (or vice versa...).
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The flashing ones dont look right, probably because the texture where they're situated shows nothing but smooth armour. Maybe add something to the texture to show theres a light situated there.
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Turambar, that's your department. I can't touch textures to save my life.
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right, lemme do my enviro lab first
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If you would, let me glowpoint the models, and I'll let you touch up the maps to match. The glow and shine maps shouldn't be affected. That way we can submit the entire package to WMCoolmon for the MediaVPs.
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ok i sent off the smaller glows
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Is that Arcadia corrupted? I lost mine earlier, but I wasn't sure if it was immediately before or immediately after I uploaded the zip.
Oh, and I've burnt through the Terran fighters. I'm starting work on the bombers now, and truth be told, with the exception of the FS2 bombers, I may just kill off the glowmaps completely (as all those are doing is the lights themselves, no ambient glow off of them and quite frankly they look horrible). The problem seems to be magnified on ships from Silent Threat; all of them have a million lights on their surface but no effects around them.
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Arcadia's OK
If we want all of the glowpointed ships to look as good as the Herc, its gonna take some work, all of the glowmaps will have to be edited to have a faint glow on the ship to make it work
its a project...
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Yeah, I know. The Ulysses was easy once I made sure the colors matched, as it basically already had the ambience that I was looking for. Also, as I'm doing the blinking nav lights on everything but the Herc sucessors, they'd have to be excluded from the glowmapping.
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or have an animated glow, but i have no experience there
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Yeah, but I am sure that an animated glow would not be worth the massive memory requirements only to give an ambient glow to blinkers. Most of the FS2 ships already have most of the steady ambient glow though, thanks to your and lightspeed's treatment.
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don't forget DaBrain
i popped out for a long time, when i got Doom 3, and Half Life 2, and Battle for Middle Earth, i kinda fell behind them, but static glows, if you have any static lights, i'll make them ambient and cool looking in the dark
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Bah. Ambient glow points are the easiest thing to do. Just duplicate the lights layer in PS, and apply a gaussian blur.
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Of course, DaBrain. He and you have such similar profiles that I tend to get your posts confused.
Ok, cool :) I'll send you the "completed" glowpoint jobs as they stand now, if you can take it from there. I'm about halfway through, but I'll get you the other batch when I get done with them.
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Well, i'll get crakin' on this, but first i have to go recharge
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That Uly looks MUCH better...
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Yeah, I think we were a bit too excited about glowpoints before and never figured to do them subtly. This is a great improvement.
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Actually we never did really get excited about glowmaps. It took a) Bob doing another overhaul of the Herc and b) Turambar noticing that it looked good while the others looked like crap for anyone to even notice that something could be done. It took me 2-3 hours to go through 60% of the Terran fighters and apply glowpoints to them, and that's including tool-related crashing and near-continuous in-game testing. I had gone for subtility on the Arcadia anyway, which may in part be why no one ever got enthralled with the idea of doing it to everything.
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Wow, nice work Turambar! :yes:
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Stratcomm :p
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Nico, I should probably mention that I'm using your perseus as the base rather than the vanilla one. I assume that's not a problem, but if it is let me know and I'll hold it out of what I send in for the MediaVP.
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OK guys, as soon as im done with this yard-sale business, im gonna start workin on those glow textures, im gonna use the ones in ShineLT as bases and im gonna try to copy Bob's technique
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Originally posted by StratComm
Nico, I should probably mention that I'm using your perseus as the base rather than the vanilla one. I assume that's not a problem, but if it is let me know and I'll hold it out of what I send in for the MediaVP.
Ah, it's not like I have a problem with it, but I've just discovered something rather disturbing about the perseus: seems one of its lod suffers from the shards of death :doubt:
And I really can't explain how it is possible:
1) the lods are the ones from the original ship, unchanged
2) shards should be impossible in HTL mode, no?
Well, to sum up, there's something wrong with that ship.
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I'll still have the glowmaps updated, since the first LOD isn't changing. I'll look at the LOD problem though, that sounds extremely odd for HTL. Was it in D3D or OGL, as that seems to make a difference on some of these things.
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OGL, since I want at least some specular :p
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I'm not seeing it. :confused:
Maybe PCS fixed it when I resaved?
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maybe... have the pof so I can try?
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yep, here you go (http://www.duke.edu/~cek6/fighter2t-03.POF). It's glowpointed but it should just not render them if they aren't found.
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What if the page is not found when you click the link? :p
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Myrmidon and Perseus done, starting on Herc 2
Edit: Herc 2 done
i really dont want to touch the erinyes... *cringes*
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I only glowpointed the Erinyes where the glows were already ok. I don't think I added anything else besides blinkers. Glad to know the others are moving along though.
And the link is my fault, for whatever reason the extension saved capitalized. Try it again.
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Collage time!!!!
(http://img240.exs.cx/img240/889/untitled10dc.jpg)
just to show you guys what ive been up to
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That was a good trio to start with :) Looking fabulous. For the models that I placed points over existing glows (like the Erinyes) remove the discrete glow but leave/enhance whatever surface lighting is in the glowmaps. For the Erinyes, that should restrict you to about six points that actually get edited. The Ares could use a good bit of work too, but that one's at your complete discretion. I'm hoping to finish the bombers in a couple of hours, but the three that I've got left (Medusa, Ursa and Zeus) have a lot more points that need glows than any other ship I've already done barring the Loki.
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Did you rework the glow maps?
The shading looks pretty intense. (Way too intense IMHO)
The glowpoints look nice.
Only the green spot on the Herc II looks ugly.
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In most missions, the lighting makes it so you only really noticed the reworked glows some of the time, and its almost always enhancing. If i make it softer, it wont show up. and im gonna re-do the herc 2 anyways, but yeah, the side thing shouldnt have a glowpoint
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While I like the effect, I think those ships all look like they're decorated for christmas. :doubt:
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can someone please send me a completed campaign pilot file, mine got fubar'd and i get bugs, so i cant play through the whole thing , and i need to have all the techroom ships
[email protected]
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There's a tester feature in the techroom in the latest builds; press ctrl-shift-s to enable all ships in the techroom.
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I think we need a new user command - nav-lights on/off.
This should work a sexp too.
That way ships in close prox of each other / in tight formation / nebulae would have it switched on, while in a silent mission off.
Ideas/Cooments?
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The sexp is already there ;)
I also am not glowpointing the Pegasus precisely because it is supposed to be stealth. The massive glowy-ness of the maps defeat the purpose there, but I've still avoided it for precisely that reason.
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done with the Ares, its not that noticeable because the Ares texture is so busy, but its there. I also made the original Ares glowmap prettier
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The lights on most of those look decent, but the green ones on the side of the Herc 2 just look out of place and unnecessary. Makes it look far too Christmassy IMO.
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Originally posted by Raa
While I like the effect, I think those ships all look like they're decorated for christmas. :doubt:
What he said, maybe dim them down or something.
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Originally posted by StratComm
The sexp is already there ;)
I also am not glowpointing the Pegasus precisely because it is supposed to be stealth. The massive glowy-ness of the maps defeat the purpose there, but I've still avoided it for precisely that reason.
AFAIK only the glow-maps can be toggled not the glowpoints.
Was the later implemented as well?
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From the FRED2_Open change->models and textures SEXP menu:
deactivate-glow-points
activate-glow-points
deactivate-glow-maps
activate-glow-maps
Glowpoints are actually older than glow maps, or at least very close, in terms of implimentation. Both of those sexp pairs were done at the same time.
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Okay, this stuff is beautiful, granted. I love it. But it also brings up a valid concern regarding your works here...
Are these glow points actually producing ambient lighting effects that shine on other ships that pass by these glowing ships...or are you just faking real ship-mounted lights by making glowpoints and correspondingly lit glowmaps/ship textures? I'm heavily suspecting the latter -- that these are not actually rendered by the 3D engine and the glow effect just done through clever texturing. If its actually rendered, it should cast little glows on another ship it flies low over.
As it stands right now, I've flown the original glowpointed Ulysses and even engines dont seem to illuminate any ships near it. If that is the case, all this work is all well and good and looks great...
...but is NOTHING compared to what we could have if REAL dynamic lighting from ships' glowpoints is implemented, right?
And if we get that later, well then all this hard work will have gone to waste, right?
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Duh. They're faking it.
It'd be a major toll on performance if they were actual cast lights.
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That's what I thought.
Meh. Screw performance. LOL.
Can't the engine be told not to even render the individual lighting at a certain distance and compensate by replacing or fading it out to use this type instead? that way it doesnt even bother to cast the light at all if you can't see the effects at the distance you're at...and it could have certain lights rendered on further away ships because they're bright...the brightness of a glowpoint would affect the distance it is cast and if the engine cant find anything within that distance to cast the light on it reverts to using standard glowmap/glowpoint rendering to save resources?
Also, I've played games that have the kind of lighting I want and they aint bad in the FPS department, you know. Descent 3 i'm pretty darn sure had thrusters that lit up hallways and I've NEVER understood why FreeSpace 2 which came out around the same time never had that either. Even harder to understand why the SCP even now doesn't have that (try flying in an engine wake, your ship stays dark WTH?!).
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Dynamic lighting shouldn't change performance that much. In fact I thought we already had it thanks to shinemaps...
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Direct3D only supports 8 lights, without pixel shaders. I'm not sure about OpenGL.
Right now, things that cast light are beams and suns (I think); other stuff might cast light but I haven't noticed it. I think there is some sort of implementation to give ships lights, but I've no clue if it actually does anything.
Anyway, what that means is that it'd be hard to implement it for engines without having sudden lighting oddities whenever a battle started up.
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All I want is to be able to see a GVS Nephthys cause a green glow on any ship that flies near a dark ship next to it. Just a single smooth light given off upon other ships, from near the top of the Nephthys where those green lights are.
I'm talking about the EXACT same lighting used to illuminate a surface that a weapon projectile surges past. Like how a surface is illuminated purple or whatever when a Subach HL-7 shot passes close to it.
Don't tell me this isn't possible and that Direct3D supports only 8 lights, I've played Direct3D games with TONS of the type of light I want onscreen(cough)Descent3(cough). Games as far back as 1998 had this. I'm surprised the SCP still does not. In a nutshell, if you have a ship with glowing green lights and fly over a dark ship with it you should illuminate THE OTHER SHIP green.
With what we're doing right now, PAINT that looks like lighting, the beauty of it, the believability/credibility, its DESTROYED, the realism utterly annihilated, whenever I switch to exterior view and see for example that the red lighted nose of a Lucifer I'm flying by isn't lighting up my ship red.
Weapons light up surfaces they fly by, so why don't thrusters and ship-mounted lights?
There's far more weapon projectiles in combat than actual ships.
What I suggest is that a glowpoint color creates the SAME sort of glow a weapon shot does. LOL, I don't see anyone complaining about dynamic lighting of weapons fire...
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That said, plz plz plz plz do what ur doing for the Typhon? LOL
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Well, Turumbar just posted on GW that he's been grounded beyone belief. So Don't expect much more from him on this for a while...
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Originally posted by Gregster2k
Don't tell me this isn't possible and that Direct3D supports only 8 lights, I've played Direct3D games with TONS of the type of light I want onscreen(cough)Descent3(cough).
OGL (typically, better hardware == more lights) only supports 8 lights as well and it's the same with D3D. So it can only render 8 lights at a time. To get more than 8 lights we have to render them in additional passes. This is already done in FSO but it's a performance tradeoff like most everything else. The engine itself support 256 lights at the moment.
To render 20 lights, as an example, we render all textures with the first 8 lights, turn those off and turn on the next 8 for another pass of just lights, then turn those off and render the last 4. The more lights to render the more render passes that are needed and the slower each frame gets.
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oh :blah:
is that how sixteen Subach shots onscreen all glow up things around them or do they use a different form of lighting? I always was sure they were different somehow
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Eh, I wasn't very clear. It's 8 lights applied to an object at the time, not 8 total lights per scene. So it's not the sixteen Subach shots in general but the sixteen Subach shots passing near a ship that's important. Counting light emitted from one sun you can have 7 of those shots cast light on that model at the time for 8 total lights. That ship may need an extra render pass to get the other lights but it really doesn't happen that often with the current graphics. I haven't kept track of it in big battles but when I do look it seldomly takes even one extra render pass for the lights. Does that make any more sense?
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yeah, sorry guys, but i am grounded, i can post regularly on game warden at school, but HLP is blocked
i'm sneaking right now
no more comp for me, if anyone wants to continue this, i'll send the files their way when i can (will involve more sneaking)
and StratComm, post when you finish the rest of the strike craft, in case i'm able to sneak more
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BTW Turambar, I think the glows look bloody fantastic.
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I'm still 2 out from that point, but I'll let you know. I'll probably have the models themselves added to the VPs as soon as I get them all done, and let you update the glows as you get time.
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I hope the lows are *alot* smaller than in the images Turumbar posted...
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Me too, they're not very subtle right now, they kindof distract fom the ship, rather than compliment it, if you get what I mean.
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Meh. Release em like that anyway...someone who loves a higher ambient factor could prolly use em
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Well Turambar can't get to the glows right now, but I've got all of the ships glowpointed and ready to add to the media VP.
Get them all here. (http://www.duke.edu/~cek6/glowpoints.zip)
Also included are an updated Arcadia and an Argo with dockpoints to all of it's airlocks. The Perseus may or may not be stable (I can't find anything wrong with it, but apparently Nico has found a flaw... I'll update it if I ever get a confirmed-stable copy).
EDIT: Those glowpoints might actually belong in effects. They work out of maps so that's where I've been keeping them, but I don't know what convention is on these things.
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Someone just asked, so until this goes in the media vp, I'm bumping it back to the first page. This is a release and everyone should probably grab it, unless you're Raa and passionately hate glowpoints.
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:lol:
How big?
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I don't hate glowpoints, but I don't like these ones either. They're way too large and all the different colours make it look christmassy.
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Originally posted by Ransom Arceihn
I don't hate glowpoints, but I don't like these ones either. They're way too large and all the different colours make it look christmassy.
It's precisely comments like these that make me think people aren't actually trying these in game. And I don't mean the techroom, I'm talking about flying a mission involving (preferably hostile) terran fighters. The glows don't jump out at the size they are now; if I shrink them any more to make the techroom look prettier then they dissapear in-game altogether. The Loki could be accused of being the most egregious of any of these glowpoint jobs; I just ran a mission involving a half-dozen wings of them and, looking for the glowpoints, only had my attention drawn to them once or twice.
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My only complaint with the glows are that it's not necessary to have red on one side, and green on the other side of a ship. I can just imagine the tech comments:
"Boy, we'd love to have that Myrmidon squadron up and running to help defend against the Shivan bombers, but we're clean out of green bulbs. The last convoy carrying them got blown up in another Shivan attack. Should be in by Tuesday though."
Although I can see it being handy for certain pilots who have trouble telling left from right. :p :p
Intelligent placement seems to be the key. The ones on the Ursa look awesome, like little targeting lasers flashing on and off. But some of the others look like they're there for decoration's sake, and don't help immersiveness. Glowpoints on the Pegasus, for example, don't make much sense, even though it does sound like something Command would do.
"Alpha 1, we've sunk millions into developing this new stealth fighter. For this mission, you're going to fly deep into Shivan territory with four sets of 800-watt strobing red, green, blue, and pink lights. Your objective for this mission is to scan the Shivan fleet without being detected or seen. Dismissed."
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Which is precisely why the Pegasus, despite having the brightest glowmap of any Terran ship, has no glowpoints. It's not left out accidentally.
As for the red-green blinkers, those are navigational lights. They aren't something I'd ever want to see on a non-terran craft, but I think they add a bit of imersion since it's something that's in use on current air and sea vehicles. I did go out of my way to avoid the christmas tree syndrome though, so I think everything but the Medusa has only one or two constant light colors. I may go back and tweak some of them a little, but I tried to adhere to the glowmaps as closely as possible.
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"Alpha 1, we've sunk millions into developing this new stealth fighter. For this mission, you're going to fly deep into Shivan territory with four sets of 800-watt strobing red, green, blue, and pink lights. Your objective for this mission is to scan the Shivan fleet without being detected or seen. Dismissed."
:lol:
Though I must admit that I like the glowpoints (I consider them to be immersive) they would make no sense in real dogfights, but would for escort, flying in formation, docking or landing and of course on installations (once those things may get implemented by you wizards) - so may be "dynamic glowpoints"? . On the other hand with long range radar a ship woud easily be detected electronically before visually ... So unless a ship has stealth technology one would leave them on...
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Something appears to be wrong with the ulysses in this set. When ever I run FRED 3.6.5 debug it complains about not being able to find certain textures (namely the glowpoint ones). It doesn't complain about any other models though which is very odd.
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I thought I knew what it was, but that's actually not the case (it was done before I optimized the glowpoint sizes, but I went back and changed that). Does the Arcadia still work?
EDIT: it may have something to do with the fact that the Ulysses has it's lower LOD data chunks before LOD0 inside the POF. It's the only model that I've seen that's built like that, and since the submodel number was matched on the glowpoints in PCS, there's a decent chance that FRED is reading it abnormally and complaining. Fred still doesn't load TGA's as far as I know, so it's balking when it can't open the TGA glows. Does it actually stop you or just give a warning? Because it works fine otherwise.
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It's only the debug version that does it (Which I've never gotten to load all the way anyway!). I only use the debug version for checking tables and while I was checking the MG tables I stumbled across this bug and thought I'd tell you.
I have two ships in the MG tables which use the Ulysses pof and I got 2 copies of each error (so 8 in all). I never got any warnings about the other models from the pack so you could be right about the cause.
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Try this. (http://www.duke.edu/~cek6/fighter01.pof)
Don't know if it will make any difference, but it's worth a shot. FS2 still handles it properly, so if this works maybe FRED's model-load code really is just borked beyond reason.
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Nope. Still gives the error and now it also gives me this one repeatedly.
Assert: bm_bitmaps[bitmapnum].handle == handle
File: e:\languages\visual studio projects\visual c++\fs2_open\code\bmpman\bmpman.cpp
Line: 1585
I tried running using only the glowpointed one from the media VP files but FRED2_Open works fine with that one.
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Originally posted by WMCoolmon
My only complaint with the glows are that it's not necessary to have red on one side, and green on the other side of a ship. I can just imagine the tech comments:
"Boy, we'd love to have that Myrmidon squadron up and running to help defend against the Shivan bombers, but we're clean out of green bulbs. The last convoy carrying them got blown up in another Shivan attack. Should be in by Tuesday though."
Although I can see it being handy for certain pilots who have trouble telling left from right. :p :p
Intelligent placement seems to be the key. The ones on the Ursa look awesome, like little targeting lasers flashing on and off. But some of the others look like they're there for decoration's sake, and don't help immersiveness. Glowpoints on the Pegasus, for example, don't make much sense, even though it does sound like something Command would do.
"Alpha 1, we've sunk millions into developing this new stealth fighter. For this mission, you're going to fly deep into Shivan territory with four sets of 800-watt strobing red, green, blue, and pink lights. Your objective for this mission is to scan the Shivan fleet without being detected or seen. Dismissed."
Unless Shivans are epileptic.
Muwhaha
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Originally posted by karajorma
Nope. Still gives the error and now it also gives me this one repeatedly.
Assert: bm_bitmaps[bitmapnum].handle == handle
File: e:\languages\visual studio projects\visual c++\fs2_open\code\bmpman\bmpman.cpp
Line: 1585
I tried running using only the glowpointed one from the media VP files but FRED2_Open works fine with that one.
It works fine with that one because that particular one references effects for which a base pcx exists somewhere. The simple alternative is to make a bunch of black .pcx files with the referenced names (I guess you actually could go all out and actually make the glows in PCX format too) so that the game finds something to load. I'll look in to that tonight.
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Ah. If it's just that the PCX files are missing that should be okay. I wonder why it only complains about the Ulysses though.
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*knocks dirt off of shovel*
allright guys, i'm digging this up. I deleted all the modded glowmaps when i formatted my HD, but i'm starting all this up again and i'm making glowmaps, much like Bobbau's Herc model, where the glow from the glowpoints shows on the fighter. I'll post screenies ;)
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Originally posted by aldo_14
Unless Shivans are epileptic.
Muwhaha
Shivan 1: Screetch (TRANSLATION: Enemy fighter approaching)
Shivan 2: Screetch (TRASNSLATION: whare those light?)
Shivan 1: SCREETCH!! (TRASNLATION: Dizzy! Dizzy! AAAAA!)
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"Oh my God! It's the Lucifer!"
*Alpha 1 flashes hi-beams*
*Lucifer explodes*
"Er...well, then..."
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(http://img351.imageshack.us/img351/8787/screen0002copy8et.jpg)
still working
see? i did what Bobbau did with his herc for the other fighters (most visible on the perseus)
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i post screens and nothing!
well i just read back through the thread and found out that i stopped because i was grounded, thats not a problem anymore
im just doing more of these
anything with glowpoints that could benefit from it is getting new glowmaps
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They look kinda cool. :yes:
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The difference is subtle :nervous:
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I think that Zeus has too many red lights on the underside. I'm in the pro glowpoints camp here though.
Has anyone thought of referring to actual military aircraft lights for the location and colors of the glowpoints? Wouldn't they have lights that clearly designate them as military craft?
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As long as the light on the other side of the Herc II is red, that's good.
Although the strip of lights along the back of the Zeus missle racks looks kinda funny, IMO.
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I think they all look really good. The trick I think is to work out what really needs to be glow-pointed. Consider that most if not all of these lights are there because they're running lights similar to an airliner. Painting it up like a christmas tree isn't necessary (or advisable).
The Perseus is an excellent example of how it should be done properly as the main glows are on the tips of the fins sticking out from the hull (curiously I can't see any on the wing tips.. there really should be some :doubt: ).
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the ones on the wingtips flash on and off, red on one side green on the other
@WM: ty, its supposed to be subtle
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I've been looking at pics of military craft and they do have lights, usually on the back edge of the tail fin and the wingtips, but I haven't found any pics where it's dark enough to see the lights on. Of course, not all the FS craft have something remotely looking like a wing or fin.
The Perseus and Herc look nice. :yes:
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Those light are on at nights due to low visiblity.
Since in space it's practicly very dark a few lights would help.
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I would say night is low visibility.
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It's one of those annoying things about photographic film and CCD images as a medium. They're point sources not bright enough to show on film at any normal exposure length, just like stars.
Go find a video of night flight ops on a carrier. You'll see lights.
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Oh I know, but I was saying all the pics I've seen are during day. If only I had a copy of Top Gun. Not authentic, but it'll have to do, unless there's something on History or Discovery.
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I'm also giving the poofs a second try, cause i noticed very mixed reactions (and some crappy work on my part) when i tried the first release
heres one poof for new-old comparison
old:
(http://img371.imageshack.us/img371/7208/poofred015je.jpg)
new:
(http://img371.imageshack.us/img371/7886/poofred015oe.jpg)
better this time?
Edit: just a reminder, these are the little images that you fly through when youre in the nebula
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Yes, that looks much better...