Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Starman01 on February 20, 2005, 02:21:42 am
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Hello,
how can I recolour the subspace-node ? This green really hurt my eyes. I read somewhere that it is hardcoded, but a few month's ago I downloaded a new node (I think it was from "unknown target", but I'm not sure) and it came complete with a dummy.pcx.
I managed somehow to recolour it (I have even a picture to proof :) ), but I forgot how I did this, and I can't find the solution anymore. There is another mapfile called "subspacenode01a.pcx",maybe from the retail-version, but changing this doesn't do anything either.
(The search-function doesn't help either, just 2 old threads with no solution).
Can someone help me please ?
Thanks in advance.
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In the latest mediaVPs, the dummy.pcx file is in either mv_core or mv_models. You can either extract and edit it, or create a 16x16 256-color dummy.pcx of your own in the data/maps folder. :)
Once you've got one of those, just fill the image to the color you want.
If that doesn't work, and it's a source thing, it shouldn't be too hard to change.
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I'm pretty sure the subspacenode01a.pcx is the briefing icon for the subspace node, so I wouldn't expect that to change anything.
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Originally posted by WMCoolmon
In the latest mediaVPs, the dummy.pcx file is in either mv_core or mv_models. You can either extract and edit it, or create a 16x16 256-color dummy.pcx of your own in the data/maps folder. :)
Actually, that's what I did. I still have this dummy.pcx from my older download, but changing it, does nothing ingame, node stays pure green, that's why I'm so confused :confused:
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By the screenshots I'm seeing, it looks like the coders have figured out how to line-draw the node properly again, so maybe the one in the mediaVP isn't getting used. Dummy.pcx should be working otherwise.
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the node is green? what happened to it being blue?
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I think he means the wireframe to show the location of a node, not the subspace vortex you actually go through.
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The wireframe spheres you see that mark the positions of jump nodes, not the warp vortex thingy that appears when you jump in/out.
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Originally posted by kasperl
I think he means the wireframe to show the location of a node, not the subspace vortex you actually go through.
Exactly. And now ? Since dummy.pcx isn't working, is it code-related then (and not changeable by normal means ? )
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Long ago in the days of FS1, I think the Subspace Node was considered a HUD element and was customizable through the hud options screen. Don's know how that's held up over the revisions though, as I've always prefered green.
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Yes, it should take the same color as one of the HUD elements. Try changing everything to red or blue and see what happens.
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I already play with a blue HUD (but I will play a little with the colour-tabs, maybe something changes). Shortly before Christmas I had a blue subspacenode, so if it is code-related, it should be rather new (within the last 6 months I guess)
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Ah, that's how it works. I had overall "green" selected in the HUD, but moved to tabs to make it appear to some sort of blue.
By switching to "blue" (at the amber, blue or green-tab), the Node has become blue too. Looks like these 3 variables are responsible for the Node-Colour. It not 100% what I want, but 95%, and that's enough ;)
Thanks Goober :)
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That's right. In FS1 there were only 3 HUD color schemes, green, blue and amber. FS2 maintained those color tabs but also gave you the ability to customize individual HUD elements.
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Overall this makes sense too, since the SSN is obviously a HUD projection rather than any sort of actual object floating in space.
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on the fly node color changes with any type of Onslaught mission mod.
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what?
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so when an a team captures an opposing node, it changes to that teams color.
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That'd be cool. Have stuff reinforce from the subspace nodes for the controlling team. Goal is to acquire a certain number of points/nodes/tickets...
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Upcoming SEXPs:
set-jumpnode-color
set-jumpnode-model
show-jumpnode
hide-jumpnode
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Originally posted by WMCoolmon
show-jumpnode
hide-jumpnode
Mm, yes, those were some I wanted to do as well. Good call. :):yes:
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Thanks. :)
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*gasp at color setting*
I love you!
*runs off to play FRED*
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How about change-jumpnode-model? Also, hide-jumpnode should also effectively remove it from your radar.
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Originally posted by WMCoolmon
Upcoming SEXPs:
set-jumpnode-color
set-jumpnode-model
show-jumpnode
hide-jumpnode
I'd imagine that could be used again in a mission to change it from one model to another.
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*Smacks self across face with keyboard*
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Originally posted by WMCoolmon
In the latest mediaVPs, the dummy.pcx file is in either mv_core or mv_models. You can either extract and edit it, or create a 16x16 256-color dummy.pcx of your own in the data/maps folder. :)
Once you've got one of those, just fill the image to the color you want.
If that doesn't work, and it's a source thing, it shouldn't be too hard to change.
Could you ever code in a feature where we can specify our own dummy.pcx file for each node, like a texture replacement feature? I have this plan of coloring nodes in Starforce according to who controls the system on the other side:
Green = Savaran Imperial Alliance
Blue = Earth Federation
Yellow = Vasudan Parliamentary Empire
Red = Microsol Consortium
White = Republic of Erigone
Cyan = Border Systems Coalition
Orange = Neo-Hammer of Light
Purple = Zica
Gray = Contested/pirate/independent
*sees new sexps*
Never mind...
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Woolie you really don't read the entire thread do you. We've been talking about the fact that the old system has been restored to functioning and so you don't need a dummy.pcx any more. And there is talk of a set-node-color sexp, which would render your request completely obsolete.
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Originally posted by Galemp
what?
Team-vs-team game where two teams fight to hold control points scattered throughout the mission area. Unless restricting terrain or tunnels were implemented in the maps, this would be a bad idea for FS because space is open, preventing many of the tactics and strategies used in Onslaught-style gameplay that involve terrain and layout--planning routes, setting up bottlenecks, setting up defensive formations, etc. What good are defensive barriers and plans of attack when you can fly around anything in your way?
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You can also specify color in the mission file.
Ex:
$Jump Node: 1.0 3.0 4.0
+Jump Node Name: Dave's House o' Fighters ;;Technically a $ will work here too, it was the default, but a + fits in with the parsing scheme better, it is optional after all
;;New stuff
+Model File: FoD.pof ;;yes it works now
+Alphacolor: 255 0 255 255 ;;last variable is for alpha, ie transparency, 255 is full
+Hidden: YES ;;now you have to use show-jumpnode to make it show up
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Originally posted by Woolie Wool
Team-vs-team game *snip* /B]
we need to figure out a way to order cap ships to specific locations on a coordinate plane. A team captain ordering a Lilith's fire plane around would be totaly baddas.
If the SCP is ever released by somone like Gamespy, its going to need more intriguing multiplayer modes. Awesome mulitplay is what keeps games going, and Fs2s modes are outdated.
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Originally posted by StratComm
Overall this makes sense too, since the SSN is obviously a HUD projection rather than any sort of actual object floating in space.
----THIS JUST IN: GTVA NEWS BULLETIN----
The marker for the newly discovered subspace node in epsilon pegasi is nearly complete. GTVA workers worked 'round the clock, twisting together millions of green pipe cleaners to form the several kilometer long node marker required by law around every known subspace node.
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Bah. If the GTVA really did build them, how did they get to the region beyond the second Knossos.
Obviously green pipe cleaners were created by the Ancients.
Or the Shivans. :nervous:
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Well, i'd say it's more likly a supersentient garden hose that makes subspace nodes.
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...possibly a relative of our hyperintelligent shade of blue :drevil: