Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 'Captain' Nick Brown on July 25, 2001, 05:05:00 pm

Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 05:05:00 pm
Would anyone be able to make a small MOD for me? I would like some navigation lights for FS2, similar to NavBouys, but instead they are lights.

Perhaps, you could make a tiny invisible model and use the thruster glow for the light. The same way as the Karnak reactor glows.

Can it be done? Do you know what I'm talking about? Will anyone do it for me please?

Thanks.
--
Nick.
Title: Nav Guide Lights
Post by: Taristin on July 25, 2001, 05:11:00 pm
ooooh thats easy! Hell, I could even do it...

Maybe, when would you need it?
Title: Nav Guide Lights
Post by: Nico on July 25, 2001, 05:17:00 pm
yeah, that's easy, just make a rectangle and map it with a map called "invisible.pcx" (or transpaerent don't remember), and put the glows where you want. Don't forget tha yo need at least 2 glows per light (one front, one back),, and that the glow limit for a model is around 14 (I have a bad remembrance about this  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) )
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 05:40:00 pm
Can someone make this for me? I need it for the first mission in the Alpha Quadrant campaign. I have to finish the Alpha Quadrant project first, so there's no rush.

Thanks guys!
Title: Nav Guide Lights
Post by: DragonClaw on July 25, 2001, 05:41:00 pm
 yes its invisible.pcx

------------------
    -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
   -Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")

         
Quote
The fear always controls our attitude, let us fear no more!
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 05:46:00 pm
Can you imagine it? Seeing your flagship coming out of spacedock and following the guide lights to the Jump Node?

You know the kind of lights I'm talking about, right? You know, the ones you see in a lot of science fiction movies.

By the way, I've added a load of screenshots and another MOD to my site. Check it out at www.geocities.com/gtva3000 ("http://www.geocities.com/gtva3000")
Title: Nav Guide Lights
Post by: Sandwich on July 25, 2001, 06:00:00 pm
Hehehe - cool idea, Capt. Really neat!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/cool.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 06:03:00 pm
Thanks man  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) I just hope it will look as good as I picture it in my head...
Title: Nav Guide Lights
Post by: Joey_21 on July 25, 2001, 06:20:00 pm
I believe I could make it for you.    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Send me glow specs to my email   [email protected]

[This message has been edited by Joey_21 (edited 07-25-2001).]
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 06:21:00 pm
Can you send me an e-mail at [email protected] to discuss it? Thanks Joey_21. Are you still happy with the Isis skin I made for you?

<edit> I didn't realise you left your email... disregard what I just wrote and standby for an email.

<edit2> That's not your correct e-mail address... two _'s?
------------------
--
'Captain' Nick Brown www.geocities.com/gtva3000 ("http://www.geocities.com/gtva3000")

Resistance is Futile!

[This message has been edited by 'Captain' Nick Brown (edited 07-25-2001).]

[This message has been edited by 'Captain' Nick Brown (edited 07-25-2001).]
Title: Nav Guide Lights
Post by: Joey_21 on July 25, 2001, 06:41:00 pm
 
Quote
Originally posted by 'Captain' Nick Brown:
<edit2> That's not your correct e-mail address... two _'s?

I made an edit. Yes, it's supposed to have 2 _'s but I put one too many 0's in.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Nav Guide Lights
Post by: Sandwich on July 25, 2001, 06:44:00 pm
Too bad there's no way to make them blink on and off in sequence, like runway lights..  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 06:47:00 pm
What if you make a sexp to disable-enable the engines back and forth (if you make the model with an engine subsystem)?
Title: Nav Guide Lights
Post by: Joey_21 on July 25, 2001, 07:09:00 pm
 
Quote
Originally posted by 'Captain' Nick Brown:
What if you make a sexp to disable-enable the engines back and forth (if you make the model with an engine subsystem)?

That'd probably work. Want me to add that on to the model?
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 07:15:00 pm
Yes please!!!
Title: Nav Guide Lights
Post by: Sushi on July 25, 2001, 08:16:00 pm
No, don't do it that way! Just use the police light approach- have a one or two rotating bars going around the light, or maybe a C-shape!  True, it would only blink in two dimensions, but it would make it a lot easier for the missions, and IMO would look cooler.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Too bad FS2 doesn't have true dynamic lighting. You could have a mission in a black dust cloud nebula, and the only source of light was the buoys and other ships. Talk about your suspense...

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on July 25, 2001, 08:25:00 pm
If you want to download the current version - go to the FS2 MOD section of www.geocities.com/gtva3000 ("http://www.geocities.com/gtva3000")
Title: Nav Guide Lights
Post by: Joey_21 on July 25, 2001, 08:27:00 pm
 
Quote
Originally posted by Sushi:
have a one or two rotating bars going around the light, or maybe a C-shape

Wouldn't work. There's no way to glue the glows onto rotating parts...
Title: Nav Guide Lights
Post by: Sandwich on July 26, 2001, 01:04:00 am
 
Quote
Originally posted by Joey_21:
Wouldn't work. There's no way to glue the glows onto rotating parts...

No, that's not what he means. He's talking about making the light as originally planned, and then having a simple rotating part around the light that would block out the light every time it rotates. Think like a big spinning letter "O" with the light in the center.

EDIT: Whoa! Brainstorm here! If you did the above, you could actually have the lights blinking on and off in sequence down a line (from a jump node to a station). How?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Say you make a path defined by four lights per section - top, bottom, left and right. In the mission SEXPs, have each section of lights appear (or warp in without the warp effect) a number of miliseconds, say 100, after the one previous in line to it. If you place these sections at 500 meter intervals, you would have 5 kilometers of line appearing each second. Of course, you could speed up or slow down things by modifying just about anything...

Wow, I can't wait to put this into effect!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)

[This message has been edited by sandwich (edited 07-25-2001).]
Title: Nav Guide Lights
Post by: Joey_21 on July 26, 2001, 02:06:00 am
Hmmmmm, I get it. Are you going to try this experiment or something?
Title: Nav Guide Lights
Post by: Ace on July 27, 2001, 01:58:00 am
If you guys can model them up real quick, send me a copy ASAP.

I'd love to have something like this for the Semnai's drydock in tBE.

------------------
Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")
Title: Nav Guide Lights
Post by: Setekh on July 27, 2001, 06:07:00 am
'Civilian liner Britannia, you are authorised for docking. Please follow the runway to your designated dock.'

Damn that would be so cool... I so want to see this...    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

[This message has been edited by Setekh (edited 07-27-2001).]
Title: Nav Guide Lights
Post by: Unidan on July 27, 2001, 08:37:00 am
Kind of like the landing lights in MS Gundam.

------------------
Website manager and beta tester of the GTVA VS. EMPIRE campaign.
GTVA VS. EMPIRE homepage ("http://fsvssw.homestead.com/index")

My E-Mail=   [email protected]  

-------------------------
If Indiana Jones and Han Solo were in a fight... who would win?

If you figure out what this numbermeans you win a prize :D
26724 2337
Title: Nav Guide Lights
Post by: Taristin on July 27, 2001, 09:39:00 am
Ok, I made a rough model. I'm going to put engines on it, and make the outter sheilds rotate, and this should simulate blinking  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) *crosses fingers*
Title: Nav Guide Lights
Post by: Taristin on July 27, 2001, 01:57:00 pm
I made one, it's fairly simple, but it should work, Sandwich is testing it for me now, on account of my FS2 not working temporarily. He'd better taks screenshots if he knows whats good for him.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Nav Guide Lights
Post by: Sandwich on July 27, 2001, 05:34:00 pm
LOL - ok, ok... hehehe. I tested the thing and took some screenshots, but they didn't come out very well at all. Tha main problem was that the engine glows were way to small to be seen at anything further away than 500m or so. I'll get some good screenshots of beta 2, once Sni- Raa Tor'h is finished with it.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

But the general concept works.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Nav Guide Lights
Post by: aldo_14 on July 30, 2001, 11:44:00 am
Maybe you could try an alternate approach for this - mount a beam on each nav ligh.  Make it a custom one with 0 damage, fairly small glow, long lasting and 0 warmup / warmdown time.

Then, set up a guide path by aiming the turret on the light object at the corresponding light on a second, etc... you'd need to ensure the distances matched the glow length.

Have a beam path at the left / right side of the ship, and maybe give the beams a reasonably high mass so they 'bump' the ship if it crosses their path.
Title: Nav Guide Lights
Post by: Nico on July 30, 2001, 12:18:00 pm
 
Quote
Originally posted by aldo_14:
Maybe you could try an alternate approach for this - mount a beam on each nav ligh.  Make it a custom one with 0 damage, fairly small glow, long lasting and 0 warmup / warmdown time.

Then, set up a guide path by aiming the turret on the light object at the corresponding light on a second, etc... you'd need to ensure the distances matched the glow length.

Have a beam path at the left / right side of the ship, and maybe give the beams a reasonably high mass so they 'bump' the ship if it crosses their path.

--> mission designer nightmare I think.

Title: Nav Guide Lights
Post by: aldo_14 on July 30, 2001, 03:21:00 pm
 
Quote
Originally posted by venom2506:
--> mission designer nightmare I think.


Not really - simple as placing 3/4 Mjolnirs in a straight line and telling them to fire.

And use the 'distance between onjetcs' tool.

Title: Nav Guide Lights
Post by: Sushi on July 30, 2001, 04:09:00 pm
 
Quote
Originally posted by aldo_14:
Maybe you could try an alternate approach for this - mount a beam on each nav ligh.  Make it a custom one with 0 damage, fairly small glow, long lasting and 0 warmup / warmdown time....

I LIKE this idea...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Nav Guide Lights
Post by: Sandwich on August 02, 2001, 03:31:00 pm
IT IS FINISHED

I've made working navigational lights - complete with a blinking effect. The lights are visible from quite a distance away (at least 4 km, I haven't really tried beyond that). Included in the .ZIP are a readme with the ships.tbl data, the .POF file and a demo mission. Enjoy! ("http://www.adamantpacified.org/mods/navlights.zip")   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Rah Tor'h - I must confess that I copied POF settings from your model - hope you don't mind...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)

[This message has been edited by sandwich (edited 08-02-2001).]
Title: Nav Guide Lights
Post by: Sushi on August 02, 2001, 04:24:00 pm
Alright! News time! Staff, this means you.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: Nav Guide Lights
Post by: Nico on August 02, 2001, 04:32:00 pm
post pics plz, my data folsder is full of stuff, I can't test it yet  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Nav Guide Lights
Post by: Sandwich on August 02, 2001, 06:10:00 pm
I would, but I don't have anywhere to upload the pics.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) Get on ICQ and I'll send 'em to ya.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on August 02, 2001, 07:01:00 pm
 
Quote
Originally posted by sandwich:
I would, but I don't have anywhere to upload the pics.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) Get on ICQ and I'll send 'em to ya.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


Send them to me and I'll upload them onto my site if you would like...

[email protected]
Title: Nav Guide Lights
Post by: Sandwich on August 02, 2001, 07:49:00 pm
Sent! I'm going offline now, so do me and everyone a favor and post 'em here. Thanx!   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

EDIT: BTW, this version is around 80/80/42 H/W/D and is visible as being larger than the stars at 12,000 meters! Yay!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)

[This message has been edited by sandwich (edited 08-02-2001).]
Title: Nav Guide Lights
Post by: Alikchi on August 02, 2001, 08:01:00 pm
Hmmm. I got an error when I ran the mission...Weird, the same thing happens when I try to run the GVI Cairo..


Error: Couldn't open texture 'xhull05'
referenced by model 'navlight.pof'

File:C:\projects\freespace2\code\Model\ModelRead.cpp
Line: 1802

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Nav Guide Lights
Post by: Sandwich on August 02, 2001, 08:16:00 pm
Darnnit! I can't tell which textures are included in the original game and which are add-ons... hmmmm... If you have the POF CS edit the POF and replace the xHull05 texture with AWACtile4. The other texture was a nice dark texture; this AWAC one is very similar. I'll update the ZIP as soon as I can. Sorry once again, people.

EDIT: The .ZIP in the link a few posts above is updated with the correct version.

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)

[This message has been edited by sandwich (edited 08-02-2001).]
Title: Nav Guide Lights
Post by: Setekh on August 03, 2001, 04:26:00 am
 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)

Well, keep working at it guys. It's very, very close  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Nav Guide Lights
Post by: Sandwich on August 03, 2001, 04:59:00 am
 
Quote
Originally posted by sandwich:
EDIT: The .ZIP in the link a few posts above is updated with the correct version.

Setekh... it IS finished...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)



------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Nav Guide Lights
Post by: Setekh on August 03, 2001, 06:00:00 am
*looks harder at post*

*looks at ICQ*

...

 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Nav Guide Lights
Post by: Nico on August 03, 2001, 08:14:00 am
got'em  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Nav Guide Lights
Post by: ZylonBane on August 05, 2001, 09:16:00 pm
Hey, this is really cool! Tried changing the species to Shivan and got pretty red lights.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

To get a proper "chasing" effect on strips of beacons, you'll need to change the on/off ratio to something other than 50:50. Perhaps change the hemisphere to more of a Pac-Man.
Title: Nav Guide Lights
Post by: 'Captain' Nick Brown on August 05, 2001, 09:38:00 pm
For screenshots and download, go to www.geocities.com/gtva3000 ("http://www.geocities.com/gtva3000")  and go to the FS2 Mods section.

If you can go throught the Jump Node for some reason or to caution ships because of a large incomimg capital ship making a jump in, if you have a sexp to change the iff of the nav lights to hostile, would it change the thrusterglow to red (to make it seem like caution or 'stop' lights) and then change iff back to friendly when safety levels return to normal?
Title: Nav Guide Lights
Post by: Sushi on August 05, 2001, 11:09:00 pm
No, you can't change the thruster glow like that. You can, however, have two versions of the light in two different TBL entries, and use SEXPs to have them switch places.

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.