Modding, Mission Design, and Coding > FS2 Open Coding - The Source Code Project (SCP)
Mapped Beams
Fozzy:
(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
Carl:
that would slow down your system and not look as good.
Fozzy:
I dont think it would look that bad, (warp efect, thrusters)
Besides if you have ever played "gun-Man" they use somthing simular
Setekh:
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. :)
Nico:
for my part I don't see the purpose. I'd rather have a glow applied to the actual map ust like primaries do...
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