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
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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
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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
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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.
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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 :)
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making a skybox model spin shouldn't be too big of a hassle (famous last words again)
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Hmmmm.... actually, on this note, would it be hard to add an 'ignore Wing' alongside the 'ignore Ship' in the Orders menu?
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what about animated glow points?
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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 :)
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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 ;)
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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.
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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.
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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?
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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 :)
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hmmm, i think a spinning skybox model would be really disorienting...
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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 :)
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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.
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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.
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Originally posted by Turambar
bump-mapping too
that's not exactly a mini-request.
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I think if we really want to invent another texture feature, it should be detail maps.