Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Killfrenzy on September 27, 2002, 02:02:57 pm
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Okay, I know it's not my place to ask, but I don't suppose somebody could put together a build of FS2 that just has the following:
- Fighter Beams (NO TILING!! I HATED THAT! It's a BEAM not a hacksaw...)
- DX8 input (soup up the graphics a bit)
- Increased poly count (when you see some of the models you'll understand! :D)
- Vastly increased ships.tbl allowance (I've got five different navies to fit in!)
- AVI support for campaigns and stuff
*Sits back and waits for the flak*
:nervous:
EDIT: Just a thought - would it be possible to up the 'communal palette' (textures, interface, anis etc) to 32 bit colour?
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Avi support is already in the DX8Branch.
Beam titling should be optional for the next release.
I would like to see support for 32 bit textures, not sure about ani's though.
What exactly do you want from DirectInput8 that you are not getting now?
Someone else can handle the rest.
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"NO TILING!! I HATED THAT! It's a BEAM not a hacksaw":doubt:
how many times must I say that it is
A: optional
B: what was seen was a test of the technical implementation not a good example of makeing it look good
C:entirly up to the modder on how to make it look
if you want to see a nearly complete implementation of the code look in my beta testing thread, DL the executable and play with the table values a while
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I already DLed that, Bob. And Fred2 hates it! Or have you since released an updated code?
What I'm wanting for graphics and poly count and stuff, is simply to have more complex ships (the Karran ships are supposed to be sleek things! :D) and of course, more of them on screen at any one time. The climax of the proposed campaign is very much a tribute to the Battle of Endor (you actually get to fly INSIDE a giant warship to take out the reactor!) and during the main campaign you'll be fighting a silly number of smaller fighters.
The aim is to be of an intensity greater than both FreeSpace 2 and Starlancer.
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I LOVE flying inside ships and taking out reactors. I think we should make some models that are just big levels, like Descent. You fly around inside them. I could really use something like this. On that you can fly in and out of and then around inside for the TVWar project.
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Well, part of the reason that I want the manically upped poly count is I'm still unsure whether or not I'll make the ship as a whole (complete with the tunnel, reactor and stuff) or have two models - one for when it first appears (at a distance) and one for the final mission.
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Em... that don't sound so impressive...
But the code support would benifit me greatly if it could be done within 2 years :rolleyes: (because other wise I would have to learn to code and do it all my self :wink: )
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You saying that my idea doesn't sound impressive? Well excuse me for coming up with ideas that are only just getting off the drawing board!:rolleyes:
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Originally posted by Killfrenzy
Well, part of the reason that I want the manically upped poly count is I'm still unsure whether or not I'll make the ship as a whole (complete with the tunnel, reactor and stuff) or have two models - one for when it first appears (at a distance) and one for the final mission.
Not Endor again... :rolleyes:
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But this thread got me curious...
My idea was a giant asteroid (empire strikes back) BUT a whole lot bigger. Because that's where the really bad enemies are bred. So one of the climax missions will be to get to the complex, enter it, and "find the reactor" :lol: No that's been done way too often! Really the objective is someting else, but there will be other secondary ones too... Complete as many of them as possible and then get the hell out! There would be a few cutscenes depending on what actions you take inside the complex...
Thoughts?
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GE: The INSPIRATION was Endor, because in my opinion that is the finest moment in the Star Wars saga - it was that battle that turned me into a Warsie.
The battle is NOT going to have 'Endor' plastered all over it - hell, it's more likely to take place in a nebula and be more spontaneous. The battle starts out by trying to do a full frontal assault on the massive carrier, realising that it's simply not working, and then having the player simply trying to survive as the commanders and analysts work out a way to take the ship down. Then you're ordered to blow a few hull plates off the ship, and fly inside the construction in a desperate effort to find the reactor and send it over the edge.
If you don't, you lose the war - simple as that. This enemy poses far more of a threat than the Shivans did. And they don't just fight in space, either.
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Originally posted by GalacticEmperor
Not Endor again... :rolleyes:
Mmmm...very sneaky way to get more information about an as-yet unreleased mission, GE ;)
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As yet unreleased, and as yet UNMADE! :D
I made a prototype today - and it does work....however, I've got to get the size right as the ship explodes too quickly post-reactor shutdown.
OT: Does anyone know what affects the 'blow up' time?
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I think explosion time is affected by how large the model is. Also, if you don't have in the tables that the explosion propogates through it, then it will just explode.
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That for example. The station er, shrinks? until it dissapears in fact it actually moves away from you at as it explodes. This cycle takes 3 to 5 Mins I think... It would be cool if the different parts of it could be blown up individually, like:
The radar dish
The control tower
the Gantry arms (all of them!)
the landing pads( so ships can't dock there anymoe! well if they made them real docking points first, I use the circles for show)
ect..
and let it stay where it was till it exploded... The timeis right for a hughe object like that though.
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Originally posted by GalacticEmperor
Not Endor again... :rolleyes:
:rolleyes: :rolleyes:
btw i will surely try to do this anyway (at least splitting models if polycount is too high and other tricks...when i'll learn em -red alerts, multiple objects and so long)
BUT
i dare that with the fs2 collision system it will be VERY difficult since if tunnel is too thin you will see i think your ship transforming in a pingpong ball:)
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In trueSpace, make your tunnel width about 5.000 x 5.000. That's the one that I've found works best. :)
Also, don't even THINK of giving different tunnel sections different textures! :D
So yeah - what's actually been DONE on the wishlist? I know that the beams have - what about the poly count and tables?
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Erm, the FS2 code is not built for flying inside large ships, since there's no type of face-removal except backface culling and frustum clipping. There's no PVS (a la quake) or portal-based stuff (a la UT, Descent Series), so basically you draw so much stuff you can't see so it can bog down even the fastest system (They didn't do all those portal-based renderers and PVS stuff for nothing, y'know). A pure Z-buffered implementation just won't cut it for anyone without a super system.
Edit: For the non-technical, what it means is that you're basically trying to draw everything, even when most of it won't be seen on-screen,making the amount of wasted pixels is huge, so either frame-rates are bad, or graphics are bad. Pick one.
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Can't you fly thru the station?
http://freespace.volitionwatch.com/techfs/fsships/arcadia.shtml
Maybe not as intricate, but you CAN fly thru that hole.
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nm, just reread that...
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What about the Karnak, and the Atlantis?
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I've flown down a tunnel that I made inside a giant cube, with no drop in frame rate at all. I put a Cain inside the large room at the end, called it 'Reactor' and made a sexp that when it was destroyed, a few seconds later the Cube would also go BANG.
So no drop in frame rate at all - I spose that if the ship was more complex it would happen, but I dunno.
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I meant that if you'd use poly-counts so that your average amount of visible polies is comparable to a game that was made with indoor graphics in mind, you'd have a much worse frame-rate.
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Keep it simple, use clever textures and it might be OK.
Perhaps bumpmapping could help if we can get that in.
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The idea is that the ship is so impossibly HUGE that when you come to the 'Tunnel Run' you're so close to the ship that you can't see 99% of it! The idea is a wall of ship with turrets and some shape and texturing to it - you blow off a hatch cover, fly in, destroy the cooling systems, then get out before the ship goes nova.