Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on September 04, 2004, 04:10:12 am
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Title says it all. Clicky! (http://www.duke.edu/~cek6/subspacenode.zip)
I haven't tested this in game yet so I don't know how the scale is. Black Wolf just asked for it though, and so now it's public. Do as you will with it, and can we get it into the next mv_core.vp?
The line through the diamond in the center has been removed, so that pic is only 90% accurate.
(http://www.geocities.com/cek_83/trinode.txt)
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Looks good. I'll give this a try :)
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Why isn't the old version good?
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*Downloads*!!!!!!
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The old non-HTL node (The one by [V]) can cause a performance hit of upto 10fps on it's own apparently. The replacement in the media.vp's looks rather different from the old node.
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Yes. I wasn't in a very triangular mood when making the one I did... And circle modding isn't my thing. This one rawks. And totally eclipses mine. (Let's just hope it's the right scale, because the gme doesn't rescale this one like it does the subspace pofs...)
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someone include this in the core media VP file.
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Excellent :D Thanks Strat.
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Thanks, StratComm. :)
Would you mind making a FS1-era node too?
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Let me guess .. for the FSport?
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And for the TVWP. :nod:
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I already tried. The FS1-era node is entirely squares (well, quads), so it won't triangulate in any logical fashion. If I ever have a flash of insight into how to make one look ok, I'll get it hashed out.
And is the scale ok? I checked against the old subspace POF in Truespace but I couldn't verify that it was actually the correct size in game. Modview isn't working for me ATM.
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ModelView is simply unable to read higher poly models?
Time to update it?
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Yep, it's within about a dozen meters on all axes.
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Originally posted by TopAce
ModelView is simply unable to read higher poly models?
Time to update it?
No, the "upped limits" version simply crashes when I try to open it. I'll have a proper look for it some other time.
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Did I do something wrong? I put this in my /models folder and the node disapeared in game.
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Same by me. Wasn't there a bug with the old subspace-nod and the SCP 3.6 ? The one from the media-vp works fine, but this here and the new one posted above are invisible (using 290704B.exe).
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all it needs is a dummy texture. i think a 16x16 would work
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Ah, didn't know that was required. Give me a sec.
Fixed, try the main link again.
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Sorry, but it's still invisible.
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EDIT: you didn't look hard enough :p It was there, but it was all black. The powers that be neglected to say that the color of the texture would be the color the wireframe was rendered in. It's a bit brighter green than canon at the moment, but this should do the trick. Again, download it from the first post.
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You are right, I recoloured the map-file and now I can see it too, maybe I couldn't see the original because I'm colourblind (have troubles with some red- and green-tones). :D
It's a little to big IMO. Would you mind, If I resize this Model for the usage in WC-Saga (75% would be a good match I guess).
BTW, ever tried a dark blue one ? I made it blue, and it doesn't look so bad either.
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Is anyone else getting this ingame?
Starman: A little big? Check Modelview - it's almost exactly the same size as the old node.
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I don't mind modelview or the original, IMO the object is too big for
our (WC-Saga) usage, so I ask Stratcomm I he mind when I resize
it. After all it is his model.
But the model works fine for me, see here. Maybe your Zip-file is corrupted. Try re-downloading it again.
(http://www.starman.ag5.de/pics/jumpnode.jpg)
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Originally posted by Black Wolf
Is anyone else getting this ingame?
....
It must be something related to the graphics card, or OpenGL.
I can't complain, downloading this took two seconds.
[EDIT2] Only 80 polies? :yes: That is the best of all, at last somebody doesn't want to go above 21 million polygons!
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The new node looks great. :):yes:
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BW whats your settings?
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I'm using fs2_open_C07202004.exe and -spec -glow -jpgtga -phreak -ship_choice_3d -jpgtga -fov .39 -ambient_factor 85.
2 Ghz Athlon XP
736mb RAM
GF2 MX
I suspect the somewhat elderly FSO build may be to blame, but I'm not sure what I should upgrade to.
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get taylor's newest build. if you don't want the pilot file changes, then i can put a recent build in the recent builds forum
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Pilot files are fine. I'll grab the build and test.
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Yeah I have no idea what's causing that BW. As for messing around with the size, please feel free. It doesn't step on my toes any to have people messing with this, as it is based off of :V:'s model to begin with (and as a general rule of thumb, I don't care). But thanks for asking. :)
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Bah - the Launcher refuses to even acknowledge Taylors build - nothing at all happens when I click run. I'll switch back to the older build and wait til I can find a working one - it's not a showstopping bug after all.
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Did you install the DLLs? I used to get that when I forgot them.
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Ah. That sorted the build, and the build sorted the node. Brilliant :)
BTW, call me retarded, but since when have we needed DLLs for new builds?
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Only Taylor's builds require them. Something to do with the way he compiles them no doubt :)
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AFAIK, the dlls are there for OGL support for tga and jpg.
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Rather strangely though if they aren't present the Launcher deletes the flags file. So they must be doing something else too.
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Sorry to be stupid :p, but how exactly would one go about installing this new node? I unzipped the model file to /models folder and the texture to /maps in my SCP folder, but I still see the older node. What did I do wrong?
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that's correct, I don't know what could be causing it to not work. You don't have a copy of the old node in your FS2 root, do you?
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Hey, Stratt... I don't know if you saw Goob's request, (Ok, I do know... but it sounds better this way) but you think you could knock up an 'old' looking version for TVWP? :)
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I've heard it, and I've actually tried once or twice. Can't get the proportions right without quads. The FS2 node was already somewhat triangular, so it wasn't nearly as hard. I do have an idea (it won't look the same, but it should be close enough). It would help if I could get at the old node, but without FS1 or the port installed, I don't have access to the original. Think you could upload it in pof or (preferably) cob format for me?
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Originally posted by StratComm
that's correct, I don't know what could be causing it to not work. You don't have a copy of the old node in your FS2 root, do you?
No, there's nothing in the FS2 root.
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Maybe a dumb idea, but I have this problem with the
zip-program I use (zip-central), It doesn't exract a file,
when at the target location already is one with the same
name, I mean it does not overwrite at all.
Unzip to the root, and copy it manually into the model-folder,
maybe this helps
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I hate to dredge this up, but I am willing to take another stab at the FS1 node if I can get a copy of it. I'll take FS2 pof or cob, anything that I can convert without having to dig up the old FS1 converters. I'd try that route but I don't have any converters that old on this machine, or FS1 for that matter. I can make something close I think but I need the original mesh if I'm going to get anything useful out of it.