Author Topic: glow points  (Read 14969 times)

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Offline WMCoolmon

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Quote
Originally posted by Eternal One
Well, there's atleast one bug in your loading function.

glow_bank *bank = &pm->glows;

should be

glow_bank *bank = &pm->glows;
From quickly looking, I can't spot anything else. I can't do more "looks" at the moment, I'll try at evening.

I don't see this...

Also what would be nice would be some way to turn them on and off with a SEXP, for all those missions with derelicts... :nod:
-C

 

Offline Inquisitor

Well, CVS isn't just for final stuff, it's for collaboration, backup, and a convenient way to let others test stuff out.

You can do all sorts of stuff with CVS to "mark" your in dev build ;) That's the point of it :)

It is very cool, btw.
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Offline Bobboau

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coolmon, you don't see it becase I edited it, look were it says [q] that was but I  just changed it becase the  forum thought I meant as in italics tags
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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just like ^ that ^  :rolleyes:
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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ok, I just found it crashes when I select any other ship (ie one without glow points) maybe the glow point rendering and thruster rendering are fighting each other
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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Code: [Select]

case ID_GLOW:{ //start glowpoint reading -Bobboau
//
char props[MAX_PROP_LEN];
pm->n_glows = cfread_int(fp);
pm->glows = (glow_bank *)malloc(sizeof(glow_bank) * pm->n_glows);
Assert( pm->glows != NULL );

for (int q = 0; q < pm->n_glows; q++ ) {
glow_bank *bank = &pm->glows[q];

bank->num_slots = cfread_int(fp);

if (pm->version < 2117) {
bank->glow_bitmap = -1;
} else {
cfread_string_len( props, MAX_PROP_LEN, fp );
// look for $glow_texture=xxx
int length = strlen(props);
if (length > 0) {
int base_length = strlen("$glow_texture=");
Assert( strstr( (const char *)&props, "$glow_texture=") != NULL );
Assert( length > base_length );
char *glow_texture_name = props + base_length;
if (glow_texture_name[0] == '$') {
glow_texture_name++;
}
bank->glow_bitmap = bm_load( glow_texture_name );
if (bank->glow_bitmap < 0) {
Error( LOCATION, "Couldn't open texture '%s'\nreferenced by model '%s'\n", glow_texture_name, pm->filename );
}

}
}
for (j = 0; j < bank->num_slots; j++) {

cfread_vector( &(bank->pnt[j]), fp );
cfread_vector( &(bank->norm[j]), fp );
if ( pm->version > 2004 ) {
bank->radius[j] = cfread_float( fp );
//mprintf(( "Rad = %.2f\n", rad ));
} else {
bank->radius[j] = 1.0f;
}
}
//mprintf(( "Num slots = %d\n", bank->num_slots ));

}
break;
} //end glowpoint reading -Bobboau



I think I had broken the thruster loading part, or I may have fixed it without knowing how, but I did something here and it worked in game untill I targeted one of the fighters

here is the EXE and test pof (note there is are some small errors in the new pof data, but they are mearly cosmetic)
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fineus

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I couldn't seem to get this to run - can you post up some instructions (yes, by rights I should know where everything goes but I tried a combination of stuff and nothing seemed to have any effect)... also, when running the mod if I targeted a hostile ship the game crashed out to Windows...not sure if that's just me or a general problem with the sub-targeting code....

 

Offline Nico

  • Venom
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Quote
Originally posted by Bobboau
it worked in game untill I targeted one of the fighters


:p
SCREW CANON!

 

Offline Bobboau

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well just put the fs3 exe and the other files in the main fs2 folder (there should be three small pcx graphics in this, I forgot to include them when I first uploaded the file then remembered a few hours later if you are missing these redownload)
the canges wont show up in the tech room in this version, but they will in game, but only on the ulysses (only model I have modified so far)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Inquisitor

Bobboau, you are using this thread EXACTLYH how CVS should be used, FYI :)

Can I browbeat you into using it?

:)
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Offline Bobboau

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well how does it work
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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well I'm gona clean house and start over, I'm thinking I may have done something a while ago and now it's broken something and I would have no Idea what or were it is, so I'm reloading the origonals and copy\pasting the changes I have posted here, then completly rebuild everything, lets hope I screwed something long ago and forgot about it
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fineus

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Whatever works :)
I managed to get the release version working - very impressive! And yes I was an idiot, didn't notice you knew about the "crashing on target" bug. But aside from that it's really good looking so far.

 

Offline Inquisitor

Another plug for CVS: You can roll back code changes if you screw something up ;)
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Offline Bobboau

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well if I can get this working I'll get CVS, as for the problem I still have no Idea wha tis causeing it, it seems the game doesn't like me adding thins to the polymodel struct
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kitsune

  • 27
I'm downloading it to test now, but for those who have a better idea of how to check this stuff...

Has anyone tried disabling the target view in the corner before targeting other fighters?

Does it work if you target a friendly/enemy ulyssus?  (Since they've already been set up with them.)
~Space Kitsuné
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"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx

 

Offline Fineus

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I don't really see how changing the IFF of a ship should make any difference to how the game interprets glow points on the ships...

 

Offline Bobboau

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ok I realy think it has to do with the two things I added to the polymodel type def, don't know much more than that tough
it seems sheild code gets broken as well as targeting stuff
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline aldo_14

  • Gunnery Control
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Um, not to nitpick (go knows I haven;t even got past the point of reading the files in notepad), but wouldn't it be as effective to allow the $ND entries to work in both Glide and Direct X, but with the addition of possibly some lighting effects (maybe like those made when lasers are fired) to make it 'anti-aliased' visually.

 

Offline Kitsune

  • 27
Well Thunder, they said that it would be an enemy ship would cause it to crash.  But he only has ONE ship rigged with the glowpoints.

So I'm asking if it would crash if the enemy ship was a uly.
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx