Author Topic: Post 3.6 Features  (Read 17955 times)

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Offline Flipside

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Nico, couldn't this be done by just having a pure green 1 x 1 PCX texture for colour and a shine map, and using that for your cockpit, or have I misunderstood?

  

Offline Lightspeed

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Quote
Originally posted by karajorma


That always annoyed me in WC. It's not like you were ever going to not click on the characters and chat with them so they might as well have done all the "interaction" in a cutscene and saved me the bother of clicking :D


in a cutscene, you cannot decide what to say or how to act.
Modern man is the missing link between ape and human being.

 

Offline karajorma

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Maybe they did it differently in the others but in Prophecy I always felt railroaded around by the plot into saying stupid things.

Of course if this was done properly it would be cool :D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Quote
Originally posted by Goober5000

You can do that by hiding the hud and using point-object-at-location to turn the player's ship.


Yes and it's completely inadequate because using this method would only ever alter the camera every second.

 

Offline J3Vr6

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How about a Lock-Camera-On-Object where you'd set it to always follow an object as it moves, but only the camera.  The camera wouldn't actually follow the ship (ie. it wouldn't speed up to keep the same distance with it) but only keep the camera locked on it. Or a Lock-Player-Ship-Facing-Object which would do the same thing.

or set it up as if you put 0 distance that the camera wouldn't move from its position but only keep its lens locked on the movement of the object, but if you put any number in, it would keep that distance always from the object.

I don't know.
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Offline Goober5000

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Quote
Originally posted by SadisticSid
Yes and it's completely inadequate because using this method would only ever alter the camera every second.


So use _argv's feature of having the sexp operate every frame.

(I actually don't know if this is still implemented... we may have to put it back in.)

 

Offline Flaser

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AUTO ETS - from _avgr - it made the AI a lot better IIRC.
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cogpits this would be a awsome thing to have, the current hud could be kept like its on the pilots visor, but a full 3d cogpit like seen in the fs1 intro movie with panning comparable to x2 - the thread il2 sturmovik etc. That is what i like to see, working instruments would be a plus to, a cogpit can add alot to the immersion.
HT

 
Quote
Originally posted by Goober5000


So use _argv's feature of having the sexp operate every frame.

(I actually don't know if this is still implemented... we may have to put it back in.)


This sounds helpful but I made a quick search of the forums and couldn't find any mention of it. Nor is there any obvious means of making this work in FRED 3.5.5, although that may be an old version. Can you link me to where this was discussed?

 

Offline aldo_14

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Quote
Originally posted by Flipside
Nico, couldn't this be done by just having a pure green 1 x 1 PCX texture for colour and a shine map, and using that for your cockpit, or have I misunderstood?


Is the occlusion bug fixed for this, though?  Because last time I tested, the engine didn't realise the true green was invisible and didn't render anything behind it.  

There is the invisible texture, but that also seems to disable collision detection.

 

Offline KARMA

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IIRC there's a sexp to enable/disable collisions with invisible textured polys, or something like that, used for energy fields on/off

 

Offline aldo_14

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Quote
Originally posted by KARMA
IIRC there's a sexp to enable/disable collisions with invisible textured polys, or something like that, used for energy fields on/off


Neat.  Not much use to me, unfortunately - is there any support of partial transparency yet (either through true-green regions or TGA alpha)?

 

Offline Lightspeed

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any TGA textures used on models with an alpha channel will be transparent according to their alpha channel.

I once made a 50% transparent fighter ;)
Modern man is the missing link between ape and human being.

 

Offline Lightspeed

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Quote
Originally posted by karajorma
Maybe they did it differently in the others but in Prophecy I always felt railroaded around by the plot into saying stupid things.

Of course if this was done properly it would be cool :D


Prophecy sucked, compared to WC 3 & 4.

It was really, really well done in WC3 & 4 :D
Modern man is the missing link between ape and human being.

 

Offline aldo_14

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Quote
Originally posted by KARMA
IIRC there's a sexp to enable/disable collisions with invisible textured polys, or something like that, used for energy fields on/off


Neat.  Not much use to me, unfortunately - is there any support of partial transparency yet (either through true-green regions or TGA alpha)?

 

Offline KARMA

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tga with alpha are already possible, but they have been designed mainly for planets, nebulaes etc, not textures.
They should work on models too, but result may be a little odd and may be different on different systems.
Don't know if the old bob's trans system already work or if they have been eliminated (trans maps like glowmaps, but transparency was relative and not absolute, depending by light)
pure green is still poss, I think

 

Offline Lightspeed

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Quote
Originally posted by Lightspeed
any TGA textures used on models with an alpha channel will be transparent according to their alpha channel.

I once made a 50% transparent fighter ;)
Modern man is the missing link between ape and human being.

 

Offline Lightspeed

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Quote
Originally posted by KARMA
tga with alpha are already possible, but they have been designed mainly for planets, nebulaes etc, not textures.


... And they do NOT work on planets. :blah:
Modern man is the missing link between ape and human being.

 

Offline aldo_14

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Yes, but does the partially/fully transparent polygon still occlude those behind it?

 

Offline KARMA

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Quote
Originally posted by Lightspeed


... And they do NOT work on planets. :blah:

lol, really?:lol: