Author Topic: New/Old features every modder should know  (Read 2632 times)

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Offline Flaser

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New/Old features every modder should know
New/Old features that every modder should know about

With the rapid development of SCP, the varius test-versions of executables; campaign specific requests that make it to the CVS tree it's no wonder that some of the 'goodies' all modders dream about when making an in-game model are lost in the maelstorm.

This thread is meant to collect these features, pinpoint the relevant threads, Wiki articles that deal with their implementation and limitations and just plainly, making sure everyone knows about them.

Right now this is just a quick list (to be expanded, and extended) to highlight some of the features that could bring a breakthrough in the modelling experience.:

-Ai Table
-Animation Code
-Armor Table
-'Cockpit' rendering
-Detail Boxes (an aft overlooked LODing tool!)
-Debris Modelling (since retail!)
-Glow Mapping*
-Model Replacement
-Modular Tables
-Non-targetable, destroyable subsystems
-Shine Mapping (more than a b/v map!)
-Texture Replacement
-*Unlighted mapping
-Weapon rendering
« Last Edit: December 09, 2005, 01:28:45 am by Flaser »
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Wanderer

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Re: New/Old features every modder should know
Some of those have already been talked about in wiki... those can be found from FS wiki's tables category, like animation code, armor table, modular tables and for few others.

But it would be great to have a 'how to use SCP features' page existing, perhaps in wiki under the Source Code Project...
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline CP5670

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Re: New/Old features every modder should know
Did the cloaking feature ever make it in? I remember some discussion on that a long time ago but can't find much information on it now.

 

Offline Wanderer

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Re: New/Old features every modder should know
By looking into code it seems to be part of tertiary weapons... along with some other quite interesting stuff. But i don't know how to get tertiary weapons to work or even if they are enabled at all.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Black Wolf

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Re: New/Old features every modder should know
They're still yet to be coded AFAIK.
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Offline Singh

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Re: New/Old features every modder should know
wasnt there supposed to be a table feature recently, regarding to textures, developed by Bob?

I remember Dabrain or someone using them effectively to allow for certain maps or parts of maps to glow in a cycle, despite not having a glowmap at all.
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline WMCoolmon

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Re: New/Old features every modder should know
Tertiary weapons and the materials table are not in.

There's a fair bit of code related to tertiary weapons already in. The feature just doesn't work.
-C

 

Offline DaBrain

  • Screensniper
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Re: New/Old features every modder should know
wasnt there supposed to be a table feature recently, regarding to textures, developed by Bob?

I remember Dabrain or someone using them effectively to allow for certain maps or parts of maps to glow in a cycle, despite not having a glowmap at all.

Bob used that. AFAIK it's part of his new (cool ;) ) material system. :)
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