Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Woolie Wool on July 08, 2003, 12:06:01 pm

Title: FS1 nebulas
Post by: Woolie Wool on July 08, 2003, 12:06:01 pm
I copied nebula01.neb and several fs2 palette files to my FS2 effects directory, but the new nebulas don't show up in FRED or FS2, even though the option is there in FRED2. Is it possible for you to implement the use of FS1 nebulas in both FRED2_open and FS2_open?
Title: FS1 nebulas
Post by: Deepblue on July 08, 2003, 01:26:42 pm
you put an entry in the stars table?
Title: FS1 nebulas
Post by: Solatar on July 08, 2003, 01:35:02 pm
That won't do any good. FS1 nebulas are VASTLY different from fs2 ones. They don't use .pcx files.
Title: FS1 nebulas
Post by: TopAce on July 08, 2003, 04:28:01 pm
I am not so expert(directly analphabeta) in source coding, just isn't that the matter that FS2's engine handles the word 'background' completely different way than FS1?
As I know, a FS2 nebula must be exactly 128x128 size pcx with 256 colors. 256 colors is fix if there is something about FreeSpace, but the size and the format don't match. If I know well, fs1 could handle bmps, only the FRED1's background editor doesn't allow the users to use a bitmap in his/her missions.
Title: FS1 nebulas
Post by: Solatar on July 08, 2003, 04:36:25 pm
The DVD version of fs1 includes several planet .pcx's.
Title: FS1 nebulas
Post by: Hippo on July 08, 2003, 08:23:52 pm
FRED 1 has a Bitmap supporting Bckround editor, but it is inactive...
Title: FS1 nebulas
Post by: taylor on July 08, 2003, 09:33:27 pm
I did the FS1 port for the icculus.org project so maybe I can give some insight here.  You're primary issue, if you haven't seen it yet, is that nebula_render() has a return in it so the nebula will never be drawn.  I'm not sure of the path/filenames for FS2_Open but it's something like starfield/nebula.cpp.

The other issue is that the game palettes are specific to the nebula color.  So if the game palette is wrong then you either won't get the nebula or it could show up all white.  All of the code for mission specific game palletes is still in freespace.cpp but is commented out.  I've never really used FRED2 so I don't know if specifying a palette is an option but it shouldn't be hard to add it.

I don't remeber off-hand if any other files required changes to use nebulas.  If you want just go check out the code from the icculus.org project, all FS1 specific changes are #ifdef'd MAKE_FS1.  Other nebula issues are of course the missions and the tables but that's easily dealt with.
Title: FS1 nebulas
Post by: phreak on July 08, 2003, 10:08:19 pm
why would you want to use the fs1 nebulas in the first place? they don't look as good.
Title: FS1 nebulas
Post by: JC Denton on July 08, 2003, 10:28:21 pm
I'd use them as a pattern for the FS2 nebulas.  Y'know, give me an idea of where and how to arrange the background bitmaps.
Title: FS1 nebulas
Post by: Woolie Wool on July 09, 2003, 01:22:10 pm
I think someone should make pcx nebula bimaps that look like FS1 nebulas.
Title: FS1 nebulas
Post by: Woolie Wool on July 09, 2003, 01:22:46 pm
Quote
Originally posted by PhReAk
why would you want to use the fs1 nebulas in the first place? they don't look as good.


I like them.
Title: FS1 nebulas
Post by: NecroBob on July 09, 2003, 07:23:58 pm
look bad? the hell they do :D

look at homeworld's backgrounds, I have no clue how they did them, but they looked friggin' awesome :nod:

I especially liked the multiplayer map that took place just in range of a black hole, it was like a vortex and the clouds lit up at random, like lightning and stuff...brings back memories...

btw, is the code for FS1 nebs in FS2???

Bob