Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Ace on August 05, 2001, 09:05:00 pm

Title: Two Mod Qs
Post by: Ace on August 05, 2001, 09:05:00 pm
First off one is on interface tables and I'm not sure if the information is hard coded or not. (I've asked some folks on this and gotten no sure answer, I'm posting out of chance that someone has done any of this. If no one has any answers I'll ask Todd to fix my pants... I mean ask Baranec about it  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) )

First off, is there any way to "break" the techroom in FS2 ala the demo or simply removing the "link" to it in the table files? (I've attempted the latter and it causes the mainhall to crash, the former Kazan said is probably hard coded and requires the FS2 demo .exe)

On the second, I'm rather sure that the wireframe nodes are hard coded, but can someone model up quickly a nav point model? (being a small wireframe sphere of a sort, similar to the nodes)

I myself don't have any "l33t tecknical skillz" and so can't even imagine how to pull it off.

I'm sure a nav point is possible of this sort and it would be a wonderful public mod for everyone to have acess to. (and allows for easier to impliment "waypoint patrol" missions ala Wing Commander without having to have another wing lead, or using nodes as the waypoints)

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Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ (//"http://freespace.volitionwatch.com/")
Title: Two Mod Qs
Post by: QXMX on August 06, 2001, 02:20:00 am
There was someone here or on the VBB who was able to modify how the jump nodes looked.  You could do a search for it.

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Title: Two Mod Qs
Post by: CptWhite on August 06, 2001, 04:45:00 am
It was on here i remember the thread

if you search for "wireframe" im sure it'll come up

 http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000337.html ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000337.html")
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[This message has been edited by CptWhite (edited 08-06-2001).]
Title: Two Mod Qs
Post by: aldo_14 on August 06, 2001, 05:30:00 am
 
Quote
Originally posted by Ace:

I'm sure a nav point is possible of this sort and it would be a wonderful public mod for everyone to have acess to. (and allows for easier to impliment "waypoint patrol" missions ala Wing Commander without having to have another wing lead, or using nodes as the waypoints)


What's wrong with nav buoys?
Title: Two Mod Qs
Post by: Nico on August 06, 2001, 05:56:00 am
What do you mean about nav buoy a la wingco? The autopilot thinguy?

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venom2506   (http://terra.sourceforge.net/images/xanim05.gif)
Title: Two Mod Qs
Post by: aldo_14 on August 06, 2001, 05:59:00 am
 
Quote
Originally posted by venom2506:
What do you mean about nav buoy a la wingco? The autopilot thinguy?


for waypoint patrol missions.

Title: Two Mod Qs
Post by: Stryke 9 on August 06, 2001, 10:23:00 am
They're ugly. That's what. How about those nav lights, though, they're nice and simple, you could just say that they were computer projections. I myself just do it Falcon 3 style, If you get anywhere close it's enough, and you get the next approximate direction.
Title: Two Mod Qs
Post by: Ace on August 06, 2001, 03:54:00 pm
What's wrong with nav buoys?

Navigation buoys cannot be seen from long distances, they are wonderful as a physical object but for being an actual visible marker are rather horrid.

Navigation lights follow under a similar category, for actual navigation and scale they do not work as well as say the sub-space node model. In pathways they do work for visual effects however.

I'll check out the node changes, hopefully it can work with some tweaking despite the fact that I would need both node and waypoint wireframes in the same mission.

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Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")