Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on September 28, 2004, 02:23:52 pm

Title: Couple of mini-requests :-
Post by: Flipside on September 28, 2004, 02:23:52 pm
1) Would it be possible to include rotating sub-objects for skyboxes, or maybe some kind of ability to scroll the UV cordinates similar to some animations in Unreal etc?

2) Any news on enabling animated glowpoints yet?

Thanks :)

Flipside
Title: Couple of mini-requests :-
Post by: Turambar on September 28, 2004, 04:21:42 pm
bump-mapping too

I've been taking a break playing farcry and doom 3 on my new rig, and i think bumpmapping or normal mapping would help Freespace alot
Title: Couple of mini-requests :-
Post by: Psychoo on September 28, 2004, 04:33:15 pm
More mini-requests, for FSNetD:
-Add "cancel" button to all those "logging" "validating" "searching  for server list" etc. screens. When I'm losing contact wth any server it takes veeery long to login again...
-Remove that dark red colour in multiplayer chatter before mission start, and replace it by some lighter one. Current dark red is ugly & too dark. It's difficult to see on dark monitors, like mine.
Title: Couple of mini-requests :-
Post by: Flipside on September 28, 2004, 06:00:46 pm
You can't cancel validation afaik I'm afraid, it's there to make sure everything is working, what's the poiint of getting onto a server faster if the connection is fubar or someones left some altered tables in place by accident?

I don't use MPlayer, but the second one sounds reasonable :)
Title: Couple of mini-requests :-
Post by: phreak on September 28, 2004, 06:30:01 pm
making a skybox model spin shouldn't be too big of a hassle (famous last words again)
Title: Couple of mini-requests :-
Post by: Flipside on September 29, 2004, 12:10:14 am
Hmmmm.... actually, on this note, would it be hard to add an 'ignore Wing' alongside the 'ignore Ship' in the Orders menu?
Title: Couple of mini-requests :-
Post by: Bobboau on September 29, 2004, 12:31:50 am
what about animated glow points?
Title: Couple of mini-requests :-
Post by: StratComm on September 29, 2004, 12:35:33 am
Glow points that fade in and out, rather than on-off.  It's been argued they look more realistic.  I'm neither here nor there on the matter, but the artsy folks insist that it looks like crap unless it gets improved.  I'm personally of the opinion that it's being used as an excuse not to actually use them, but I know someone will come along and argue with me before too long :)
Title: Couple of mini-requests :-
Post by: Flipside on September 29, 2004, 03:25:33 am
LOL Well, mebbe just a little, but there was talk about making it possible to use ANI's as glowpoint textures, it was thought the easiest way of making them change colour or  fade more slowly etc ;)
Title: Couple of mini-requests :-
Post by: Black Wolf on September 29, 2004, 04:41:07 am
Quote
Originally posted by StratComm
Glow points that fade in and out, rather than on-off.  It's been argued they look more realistic.  I'm neither here nor there on the matter, but the artsy folks insist that it looks like crap unless it gets improved.  I'm personally of the opinion that it's being used as an excuse not to actually use them, but I know someone will come along and argue with me before too long :)


IMO, glowpoints were made somewhat redundant by the introduction of glowmaps, which're more versatile and easier to use anyway.
Title: Couple of mini-requests :-
Post by: StratComm on September 29, 2004, 08:49:48 am
Well, they were introduced at roughly the same time.  Glowpoints can show more activity than an animated texture (since their on-off patterns are independent of one another, rather than being part of the same looping animation), and make good highlights in places that an animated texture wouldn't do justice (the end of sensor booms, etc) but on a fighter they are redundant.  The other advantage is that they are not accompained by the memory usage of an animated texture.
Title: Couple of mini-requests :-
Post by: Flipside on September 29, 2004, 11:39:44 am
Both have their uses, though blooming may blur the line between the two a little more ;)

I've just remembered another one, I'm probably making my way fast onto the SCP hit list here, but what the hell ;)

There are sexp's to set individual obhects to face at other objects and there are sexp's to place an object in a set location. Any chance of a sexp that will set your ship on a set rotation, e.g.

ShipRoty=0 would set only the ships y-axis rotation to 0?
Title: Couple of mini-requests :-
Post by: Black Wolf on September 29, 2004, 11:42:41 am
Quote
Originally posted by Flipside
I've just remembered another one, I'm probably making my way fast onto the SCP hit list here, but what the hell ;)


I'm sure once they see what (I think) most of this is for they'll call off the bounty hunters. ;)

Stratcomm: Between you and a discussion with a few others, I've been converted. I like glowpoints now :)
Title: Couple of mini-requests :-
Post by: Turambar on September 30, 2004, 08:29:08 pm
hmmm, i think a spinning skybox model would be really disorienting...
Title: Couple of mini-requests :-
Post by: Flipside on October 04, 2004, 06:24:48 pm
Only the sub-model would be spinning, so you could use the fact that an additive texture is used to create rotating 'clouds' within the main static skybox :)
Title: Couple of mini-requests :-
Post by: SadisticSid on October 06, 2004, 08:32:44 am
Quote
Originally posted by Flipside
Both have their uses, though blooming may blur the line between the two a little more ;)

I've just remembered another one, I'm probably making my way fast onto the SCP hit list here, but what the hell ;)

There are sexp's to set individual obhects to face at other objects and there are sexp's to place an object in a set location. Any chance of a sexp that will set your ship on a set rotation, e.g.

ShipRoty=0 would set only the ships y-axis rotation to 0?


Why would you need that, particularly? The existing sexp allows you to face waypoints, which you could place in the right position. If you wanted to make a ship face a certain direction regardless of its position, you could go into the position editor and alter a waypoint so it's 20 million kilometers away, which would more or less do what you want.
Title: Couple of mini-requests :-
Post by: Flipside on October 06, 2004, 11:55:50 am
Because if the object is travelling along a waypath etc, it doesn't work properly, you'd have to continuously order the ship to face the next waypoint, and if the ship has moved slightly above or below that waypoint, it will bank slightly. Theres some very precise manouvering going on in what I am planning, and the ship can't afford to deviate even 1' from the horizontal.
Title: Couple of mini-requests :-
Post by: Carl on October 06, 2004, 12:57:33 pm
Quote
Originally posted by Turambar
bump-mapping too


that's not exactly a mini-request.
Title: Couple of mini-requests :-
Post by: Lynx on October 06, 2004, 02:10:35 pm
I think if we really want to invent another texture feature, it should be detail maps.