Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starks on November 25, 2003, 10:35:58 pm

Title: Cloaking Boxymorons
Post by: Starks on November 25, 2003, 10:35:58 pm
EWWWW! Take a look at the Shivan Comm Node with it's cloak on.
Title: Cloaking Boxymorons
Post by: Bobboau on November 25, 2003, 10:51:46 pm
hmmmm, why don't you show us
Title: Cloaking Boxymorons
Post by: Starks on November 25, 2003, 11:24:56 pm
(http://publish.hometown.aol.com/llivinglarge/images/screen00.jpg)
BOXY!!!!!

(http://publish.hometown.aol.com/llivinglarge/images/screen01.jpg)
Engine dots...
Title: Cloaking Boxymorons
Post by: Bobboau on November 25, 2003, 11:33:33 pm
get the newer engine glow effects, and it looks like phread should take into acount invisable polys
Title: Cloaking Boxymorons
Post by: phreak on November 25, 2003, 11:36:32 pm
i don't know if there is a way to do that since i'm using the MR_FORCE_TEXTURE render flag.  unless there is some screwed up logic somewhere

should be

Code: [Select]

if (!invisible_tex && (flags & MR_FORCE_TEXTURE))
     //do stuff here
Title: Cloaking Boxymorons
Post by: Bobboau on November 25, 2003, 11:42:20 pm
hey, I tryed implementin a good d3d version the other day, could you explain what all the varables mean
Title: Cloaking Boxymorons
Post by: Carl on November 25, 2003, 11:56:00 pm
Quote
Originally posted by LLivingLarge
(http://publish.hometown.aol.com/llivinglarge/images/screen00.jpg)


i'm sorry, but :lol:
Title: Cloaking Boxymorons
Post by: Fineus on November 26, 2003, 04:45:17 am
Yeah, I had that problem with trying to use 3D Exploration to render the damn thing for any of my renders.. thats why its not in any of them - it's a damn box!
Title: Cloaking Boxymorons
Post by: Starks on November 26, 2003, 05:49:28 am
What else has invisible polys?
Title: Cloaking Boxymorons
Post by: Hellbender on November 26, 2003, 06:09:53 am
Pretty much anything with a fighterbay.
Title: Cloaking Boxymorons
Post by: Fineus on November 26, 2003, 06:25:49 am
And the Knossos as well - if memory serves.
Title: Cloaking Boxymorons
Post by: Galemp on November 26, 2003, 06:35:43 am
Basically anything with lots of rotating parts: you need something to show where the mani geometry is.
Title: Cloaking Boxymorons
Post by: phreak on November 26, 2003, 08:15:17 am
Quote
Originally posted by Bobboau
hey, I tryed implementin a good d3d version the other day, could you explain what all the varables mean


ill send you an ICQ once i have time to look it over.. its really simple though
Title: Cloaking Boxymorons
Post by: BlazeME on November 27, 2003, 01:26:58 am
I cant help it :lol:  :lol:  :lol:
Title: Cloaking Boxymorons
Post by: Setekh on November 27, 2003, 07:28:12 am
Quote
Originally posted by Carl
i'm sorry, but :lol:


Agreed. :D
Title: Cloaking Boxymorons
Post by: Hippo on November 27, 2003, 07:28:48 am
Im more interested in the "Unregistered" thing... it could be an easy way to make a borg cube though :lol:
Title: Cloaking Boxymorons
Post by: Starks on November 27, 2003, 12:47:49 pm
I was using a shareware program to convert it to jpeg.
Title: Cloaking Boxymorons
Post by: Hippo on November 27, 2003, 04:29:26 pm
ah... Irfanview 0wnz...