Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Galemp on May 11, 2003, 11:44:30 pm
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Something I'd like to see included in FRED2_open and FS2_open is the ability to change the nebula maximum draw distance, much in the same way you can set the sensor range. Then you can get thinner or thicker nebulae.
On a related note, could we perhaps have glowmaps fade in and out as you approach or fly away from a ship? It's a bit awkward when you're flying towards a ship and all of a sudden the lights pop up from nowhere.
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Now THAT'S a very good idea!
Bump! Double bump! Triple bump!
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It is a very good idea.
Any word from the Code-Wizards?
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:yes: :yes:
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This is something I would really like to see. :yes: Would this include the range at which the nebula poof bitmaps are drawn as well or just the range at which ships become visible?
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A question that only the coders can answer.
But they seem to have gone to ground.
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Originally posted by CP5670
This is something I would really like to see. :yes: Would this include the range at which the nebula poof bitmaps are drawn as well or just the range at which ships become visible?
I would think that rendering them farther away would require higher-res maps for the poofs, or you could get some strange pixalations. The fade in effect on lights would be nice overall, as right now they snap on with the lowest LOD most of the time. Even in normal space.
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ULTRA-BUMP!!!
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"Hey Mikey! He likes it!"
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Of course I like it!.... Who in their right mind doesn't?
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Originally posted by GalacticEmperor
On a related note, could we perhaps have glowmaps fade in and out as you approach or fly away from a ship? It's a bit awkward when you're flying towards a ship and all of a sudden the lights pop up from nowhere.
Sounds reasonable... although it's rather entertaining watching someone suddenly turn towards glowmaps and scream "It burns!" as their retinas melt.
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MEGA-BUMP!!! :hopping:
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Christ, the thread hasn't even been inactive for an entire day and people are bumping. I'm sure the right people have seen this, and bumping when its not even half way down the first page is annoying.
Anyway (yes, I'm in a bad mood :hopping: ), so this would allow you to start a mission at the edge of a nebula, where its not thick at all and hardly no loss in visibility, and then you can fly deeper into the nebula where it gets progressively deeper? That would be great.
Also, is there a way to only have a nebula in a portion of the mission map (whatever you call that 60km box you fly in in a mission), so you could have a mission where your objectives require you to do things in and out of a nebula (mini-nebula?) without changing missions?
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Originally posted by J3Vr6
Anyway (yes, I'm in a bad mood :hopping: ), so this would allow you to start a mission at the edge of a nebula, where its not thick at all and hardly no loss in visibility, and then you can fly deeper into the nebula where it gets progressively deeper? That would be great.
Now that would be cool.
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no, that would just make for nebulas where you can see farther away.
actually, I think it's pretty simple: just add an alpha setting to it.
there's that for the fighter trails in the ships.tbl file, so I assume that must not be complicated.
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Not comlicated!?.. Even better!:D
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there si 2 issues here, the draw distance (when ships fade in and out of view) and the draw range of the (outter most value and inner most value) of the nebula "clouds".
for example if you make the nebula coulds black (ie not existant) you still have a fog effect.
it would also be useful to control the number of nebula coulds and the number of types being increased as well...possibly allowing them to be animated would be excellent too.
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Bump... what I'm looking for is the ability to change the distance the 'fog effect' appears at.
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Well, after peeking into the code, it seems that fog values are ship type-dependant. Except that, it seems pretty straightforward to change the values used - everything has near and far fog values, and the nebula clouds are based on two variables, which are the outer radius, behind which the cloud is transparent, and the inner radius. The nebula cloud grows less transparent until it reaches the inner radius, and from the inner radius, it grows less transparent until it reaches a "magic number" (I'm not kidding you, that's how it's written in the code)
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Less talk, more ation...
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Originally posted by TrashMan
Less talk, more ation...
but what kind of ation? Punctuation? Detonation? Mastu... okay forget that one. :lol:
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well being ship type dependant is a bit of bummer really, would be be possible to code in an optional bit of code which could be referenced in a .fs2 file, without it the mission uses default settings etc..
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Originally posted by karajorma
but what kind of ation? Punctuation? Detonation? Mastu... okay forget that one. :lol:
:lol: :lol:
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Originally posted by Petrarch of the VBB
Now that would be cool.
ULTRA BUMP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thats the best one I've ever herad! That would so rock you could be chaced into a Nebula and then back out all in the same mission! Then just for Eye candy have a ship go boom and whatch the nebula part it's infront of disperce all over from the shocwave! We could link that to FRED to mabe as a check box like the astro feaild?
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Bumpers.
I'd really like to see this included.
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Something else I've noticed in nebula missions is when the capships are just barely visible through the fog, you can clearly see the models are at LOD 2 or 3. So, if you're gonna do the thinning nebula stuffs, bump the range at which the models switch detail levels up a bit.
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Originally posted by JC Denton
Something else I've noticed in nebula missions is when the capships are just barely visible through the fog, you can clearly see the models are at LOD 2 or 3. So, if you're gonna do the thinning nebula stuffs, bump the range at which the models switch detail levels up a bit.
Do it yourself. It's a simple .tbl change not an SCP thing. :p
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Not true from my viewpoint. I've noticed that FS2 handles detail distances a bit differently from "normal" space when in full nebulas.
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I have to concur; for a number of ships glowmaps are LOD0 only (no glow textures for the lower-res maps) so you can use them to judge when a ship is switching LOD in the nebula. The Deimos sticks out in mind, it seems like those maps jump out awefully close.
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Well I'll state now that until someone looks in the source or performs some tests we can't be certain that the nebula handles any differently from normal space.
Detail distance: (0, 800, 3500, 10000)
That means that the deimos will only swap to LOD0 when you're 800m away from it. You sure that the nebula is handled differently? Or is it just the case that you only notice the LODs changing in the nebula cause it's more obvious there?
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that is easily be the case. For some reason I was thinking that most capships don't change LOD until at least 1200 meters, but whatever; that could be the case and I just never noticed it before.
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Sorry to bump an old thread like this but I was wondering, if this was to be implemented, would it be able to jump straight from zero nebula to full nebula? Or would that require a sort of asteroid field style box in FRED?