Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Stunaep on January 04, 2003, 09:24:52 am

Title: Knossos idea.
Post by: Stunaep on January 04, 2003, 09:24:52 am
Remember that CB, where it shows the knossos being activated, and a subspace vortex appearing inside the device, and just swirling there with nothing really happening. How hard would it be to implement something like that? Alhtough I guess animated texture maps could take care of it.
Title: Knossos idea.
Post by: Fury on January 04, 2003, 10:15:40 am
That would indeed be useful for mods out there.
The Babylon Project could use that for jump gate vortex.
Currently it looks really stupid when a group of fighters are arriving from a gate, creating many tiny vortexes instead of one full sized vortex.
Title: Knossos idea.
Post by: Solatar on January 04, 2003, 11:12:34 am
Anybody ever seen Stargate? Maybe we could make it something like that, except instead of that glittering silver stuff, we could have the subspace .ani. Somebody might have to make a higher resolution one though...
Title: Knossos idea.
Post by: LtNarol on January 04, 2003, 02:20:03 pm
Creative use of fred can take care of this guys, do you really need a source mod for something this simple?

First, have a larger ship arrive from subspace and give it no departure effect.  Have its departure cue set to go off 1 second after it arrives.  Give the smaller ships (if applicable) no warp effects.
Title: Knossos idea.
Post by: Solatar on January 04, 2003, 03:26:01 pm
But what if we only want a few fighters to jump in. Plus, it would take something like a Sathanas to create a warp as big as the Knossos.
Title: Knossos idea.
Post by: kasperl on January 04, 2003, 03:32:40 pm
why don't you just find a way, to make something withthe right animated texture and shape,exactly like the effect you want, appear in the place were you want the vortex, and then have things appear without any effect, all you need is a fly through object for the effect, wich should be easy.

however, you should look at my siggy
Title: Knossos idea.
Post by: LtNarol on January 04, 2003, 04:15:33 pm
Create a large invisible cube and warp that in, not that hard.
Title: Knossos idea.
Post by: Stunaep on January 04, 2003, 04:26:17 pm
Quote
Originally posted by LtNarol
Create a large invisible cube and warp that in, not that hard.

yes, but suppose I want that effect to stay there, for say, entire mission.
Title: Knossos idea.
Post by: vyper on January 04, 2003, 07:35:57 pm
Quote
Originally posted by Stunaep

yes, but suppose I want that effect to stay there, for say, entire mission.


Indeed. Something event-able. I.e. Knossos-on, device goes all glowy swirly. Knossos-off, devices just goes BLEH!
Title: Knossos idea.
Post by: Solatar on January 04, 2003, 07:54:37 pm
If the Knossos goes off, then the parts stop rotating.....


This could definately be worth it.

We'd have to have it on by default, or else we lose compabibility with the main campaign.
Title: Knossos idea.
Post by: Goober5000 on January 04, 2003, 09:47:29 pm
Except that the Knossos is usually spinning but not usually generating a visible warp effect.  That'd have to be extra work.

Maybe load a variant of Bobboau's warp model and just have it perpetually sitting in front of the Knossos?

*Yay!  1000 posts!*
Title: Knossos idea.
Post by: Setekh on January 04, 2003, 10:53:04 pm
Someone's done this already - they just mapped a warp-in ANI to a circular model and placed it there. It might have been Sandwich...
Title: Knossos idea.
Post by: DTP on January 05, 2003, 09:34:40 am
Quote
Originally posted by Goober5000
Except that the Knossos is usually spinning but not usually generating a visible warp effect.  That'd have to be extra work.

Maybe load a variant of Bobboau's warp model and just have it perpetually sitting in front of the Knossos?

*Yay!  1000 posts!*


i can make the knossos not spin, via play dead order, in no time.
just did´nt want to commit something, that people dont ask for.
Title: Knossos idea.
Post by: DTP on January 05, 2003, 09:36:40 am
Quote
Originally posted by Setekh
Someone's done this already - they just mapped a warp-in ANI to a circular model and placed it there. It might have been Sandwich...


hmmm, and did it animate ?.

i mean you can try ofcourse with the only animated texture, that is put on ships, the thruster, but then all thrusters for that species would look like that.

are you sure that warp-in ani, just not where a PCX file converted from the ANI ?.
Title: Knossos idea.
Post by: Nico on January 05, 2003, 09:50:01 am
Quote
Originally posted by DTP


hmmm, and did it animate ?.

i mean you can try ofcourse with the only animated texture, that is put on ships, the thruster, but then all thrusters for that species would look like that.

are you sure that warp-in ani, just not where a PCX file converted from the ANI ?.


that was sandwich, and he mapped a thruster ani on a circle.
Title: Knossos idea.
Post by: DTP on January 05, 2003, 09:55:10 am
Quote
Originally posted by venom2506


that was sandwich, and he mapped a thruster ani on a circle.


and thus, that ani would appear on all other thrusters for that species.

sure looks somewhat cool though. he, new engine, warphole driven fighter :D.

just a stray thought.
Title: Knossos idea.
Post by: Bobboau on January 05, 2003, 10:00:23 am
there have been sorce changes (made by me) that would alow for that to be done without screwing up thrusters for an entire specise
Title: Knossos idea.
Post by: Nico on January 05, 2003, 10:03:54 am
Quote
Originally posted by DTP


and thus, that ani would appear on all other thrusters for that species.

sure looks somewhat cool though. he, new engine, warphole driven fighter :D.

just a stray thought.


nah, he used the actual thruster ani and some smart UVmapping.
Title: Knossos idea.
Post by: Nico on January 05, 2003, 10:06:05 am
Quote
Originally posted by Bobboau
there have been sorce changes (made by me) that would alow for that to be done without screwing up thrusters for an entire specise


but are those anis transparent?
btw, while I'm at it, you can use anis as textures for the pofs, but does this works for weapons and backgrounds, or was it code specific to textures only?
Title: Knossos idea.
Post by: Bobboau on January 05, 2003, 10:24:00 am
you can make them be, though it's two diferent code things they were designed to work together.

it is code specific but I do beleve I enabled ani's for pulse weapon bitmaps and glows, not sure if I did or not, once you get an SCP build running could you see if I did :)
Title: Knossos idea.
Post by: Nico on January 05, 2003, 10:33:38 am
Quote
Originally posted by Bobboau
you can make them be, though it's two diferent code things they were designed to work together.

it is code specific but I do beleve I enabled ani's for pulse weapon bitmaps and glows, not sure if I did or not, once you get an SCP build running could you see if I did :)


well, the normal scp build works for me, so i'll try soon ( wanna try the thruster ani on beams, to see if that works, too :p )
Title: Knossos idea.
Post by: Bobboau on January 05, 2003, 10:57:59 am
I am very sure I didn't implement that one ("thruster ani on beams") though
Title: Knossos idea.
Post by: Nico on January 05, 2003, 11:00:10 am
well, anis on basic particle weapons won't be very noticeable anyway...
Title: Knossos idea.
Post by: Bobboau on January 05, 2003, 11:04:06 am
I did enable a LOT more controle over the pspew flag, some very cool things could be done
Title: Knossos idea.
Post by: Nico on January 05, 2003, 11:11:49 am
Quote
Originally posted by Bobboau
I did enable a LOT more controle over the pspew flag, some very cool things could be done


being a loosy tbl tweaker, I have no idea what it could do :p
Title: Knossos idea.
Post by: Sandwich on January 09, 2003, 09:00:56 pm
Quote
Originally posted by venom2506


that was sandwich, and he mapped a thruster ani on a circle.


Yeah, it was quite crude. I've attached the POF.
Title: Knossos idea.
Post by: Setekh on January 10, 2003, 02:34:18 am
Ah, so it was you. :) Worked like a dream though, if we can get Bobboau's fix that allows you to maintain everyone else's thrusters, that'll open up a bunch of new doors. :)
Title: Knossos idea.
Post by: Sandwich on January 10, 2003, 07:09:11 am
Note that I flipped the UV map on the other side of the "thruster", so from one side the Knossos has the white energy in the center, whereas the other side has the center as transparent, with the white energy coming off the inner ring's sides. You can only see the effect in-game, though.
Title: Knossos idea.
Post by: vyper on January 10, 2003, 08:27:09 am
l33t