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New/Old features every modder should know

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Flaser:
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

Wanderer:
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...

CP5670:
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.

Wanderer:
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.

Black Wolf:
They're still yet to be coded AFAIK.

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