Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LAW ENFORCER on January 16, 2002, 05:28:00 pm

Title: QUESTIONS! AHH!
Post by: LAW ENFORCER on January 16, 2002, 05:28:00 pm
I need to know! About engine glows, I though I saw a pussycat, err... engine glows unglowing (OFF) when blowing up PER engine but when I try even if you destroy 8 out of 9 engines they are still ALL their (I matched up the thrusters to their names in PCS) Any info there?


I would also like to know if anyone knows any info or 'of' any info about editing beams... Which entries effect the beam and which don't, what files do what, what a 'section' is etc... ??? well??

------------------
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Title: QUESTIONS! AHH!
Post by: vadar_1 on January 16, 2002, 06:27:00 pm
um, well your question about the beams, just open weapons.tbl and its pretty easy... the comments are very helpful too
Title: QUESTIONS! AHH!
Post by: LAW ENFORCER on January 17, 2002, 08:58:00 am
Yes I know, I have edited some beams I know quite a lot, but not ALL and not enough about beams!
Title: QUESTIONS! AHH!
Post by: WraithHost on January 17, 2002, 01:21:00 pm
I think it has something to do with what you put in the thruster properties section .

'$engine_subsystem = $NAME' where NAME is the name of the subobject the engine is tied to.


Title: QUESTIONS! AHH!
Post by: Zeronet on January 17, 2002, 01:27:00 pm
Check out Freespacewatch, they have a weapons tutorial.
Title: QUESTIONS! AHH!
Post by: LAW ENFORCER on January 18, 2002, 08:48:00 am
Wraith, yes I know but when I put in the names of my engines it dosn't work, can they be letters for the name? or actualy geomertery for the engine?

That weapons thing looks bigger than the last time I saw it (or something very like it)
but it had nothing about the 'section' thing...

Thanks anyway
Title: QUESTIONS! AHH!
Post by: Starwing on January 18, 2002, 09:00:00 am
I think the "sections" are the "layers" of the beam, in z direction.
Title: QUESTIONS! AHH!
Post by: LAW ENFORCER on January 18, 2002, 09:07:00 am
Beams are 2D which way is Z?
Title: QUESTIONS! AHH!
Post by: Starwing on January 18, 2002, 09:16:00 am
z is towards the player. Beams are not really 2D, they consist of several layered 2D planes.
Title: QUESTIONS! AHH!
Post by: LAW ENFORCER on January 18, 2002, 09:22:00 am
they 'look' 2D... I though you meant like layered up ontop of each other but coud't be sure, can some sections be hidden behind others? what determins the layer order?
Title: QUESTIONS! AHH!
Post by: WraithHost on January 18, 2002, 10:52:00 am
I think NAME is the name of the destroyeble subobject that makes the engine geometry.

Check out a Volition model.
Title: QUESTIONS! AHH!
Post by: Starwing on January 18, 2002, 11:20:00 am
Code: [Select]
$Section: ;; one section of the beam (you can have up to 5)
+Width: 62.0 ;; width of the section
+Texture: enemybeam ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 140.0 ;; width of the section
+Texture: enemybeam ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 1.0 ;; hehe
$Section: ;; one section of the beam
+Width: 165.0 ;; width of the section
+Texture: enemybeam ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe

That's from my X-ray beam. The first line shohs how wide this layer is, and the zadd shows the z offset from the lowest layer.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) put the widest layer as last, but probably that doesn't matter, since the zadd value determines the offset the layer is placed to.
Title: QUESTIONS! AHH!
Post by: LAW ENFORCER on January 18, 2002, 07:19:00 pm
Thanks! The rest seems noraml, flicker, RGB values (If you want solid colors I supose) but what is the A for in RGBA, additive? is that trasparency?

Wraithhost, mabey I ddin't explain my self clearly...
I have geomerty engine subsystems (they explode to!) but when I do a thruster, and put the $NAME into the PCS textbox (in engines bit) (after the other letters) you have to destroy ALL the engines to kill the lights... in ANY order... as if they connected to the engines but not to EACH engine... Is this becasue I use letters enginea, engineb etc? (Truespace2!) or mabey because it has real geomertry?
Title: QUESTIONS! AHH!
Post by: Starwing on January 19, 2002, 07:18:00 am
I have no idea, but those are unused if you use a texture for your beam.