Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on February 21, 2005, 03:58:36 am
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I know you're quite busy, could you at least tell me if the following things are possible?
-The use of mipmaps for big models to stop the shimmering at huge distances.
-Lock perspective Sexp
-Animated glowpoints
-Animated shinemaps
-Distance fog on FRED basis (Without disapearing models at bigger distances)
-About WMCoolmon's mystery build: Is it possible to limit the players movement to two dimensions, while the AI can move up and down (and in any other direction) free?
-And a 'render in front of starfield' flag for models
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-Lock perspective Sexp
This sounds suspiciously like set-fov...if not, could you clarify?
-About WMCoolmon's mystery build: Is it possible to limit the players movement to two dimensions, while the AI can move up and down (and in any other direction) free?
Yes. Although if you're going to make extensive use of it, I should probably look into doing things in a less hackish manner...it might be possible to gain a few CPU cycles by not doing unneeded calculations for ships locked onto the 2D plane.
-And a 'render in front of starfield' flag for models
? :)
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Originally posted by WMCoolmon
This sounds suspiciously like set-fov...if not, could you clarify?
Was this already possible?
I'm talking about the '*' key, whick allows the change the view.
It there anyway to stop it doing so?
Originally posted by WMCoolmon
Yes. Although if you're going to make extensive use of it, I should probably look into doing things in a less hackish manner...it might be possible to gain a few CPU cycles by not doing unneeded calculations for ships locked onto the 2D plane.
That would be nice. It will be used in a mission wich will be a pefrormance hog itself, so we can't compensate any other sources for bad performance.
I just thought the starfield could be rendered behind a tranparent skybox. But now that I think about it, it might work already.
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force-perspective:
Ahh, that should be easy to do.
Physics stuff: I can put it on teh list, but no guarantees.
The starfield stuff: I think I understand what you mean now, but that's phreak's monstrosity (I believe).
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That is great thanks. :)
The physic stuff is the most important thing I think.
*adds WMCoolmon to 'special thanks'*
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i could use #3 for dante's glowpoints.
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Uhm, what about the other requests?
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There is a request I'd like to add.
Is it possible to use AI ships that can move in all directions and AI ships that can only move in two dimensions in one mission?
This would be nice for some mods (TI), as this makes ground units possible.
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Goob handled that already actually: http://www.sectorgame.com/forums/viewtopic.php?t=1135
:D
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I'm surprised the AI works with that.
The AI code can be pretty messy and convoluted...
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I need some info on the animated glowpoint stuff.
If this is not going to be implemented I'd have to use a rather complicated walkaround.
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oh cool, grund units, i could do a mech now :D
Battletech Mod!
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Sorry for bumping up this thread (though it isn't that old :) ), but I have a question regarding this "ship-doe-not-bank"-flag.
Do I understand that right, that ships with this flag can make a 180 degree turn without rotating around it's own Z-Axis ? Actually that would be very well needed by me, but it doesn't seem to work with the last ship I gave that flag.
Could someone pls explain me this function, or how to control it ?
Thanks.
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glow points can be animated, they can be animated useing the blinking method or you can atach them to a subobject, and animate that.
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I haven't tried it much. I think TI wanted it so that they could make tanks. Are you using it on a fighter?
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Originally posted by Bobboau
glow points can be animated, they can be animated useing the blinking method or you can atach them to a subobject, and animate that.
Our mod really needs the use of ANIs for a glowpoint.
I think it might be usefull for some other mods too.
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oh, an animated texture, what do you need that for?
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I hope you know Starfox64 (Lylatwars).
You can charge your laser in this game.
Looks more or less like this:
(http://img4.exs.cx/img4/7307/c0010.png)
If we just use an animated weapon effect for this, it won't look like this. I just looks streched. (It's an ANI.)
So I though using an ivisible model with this ANI used as glowpoint might be the solution.
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Originally posted by karajorma
I haven't tried it much. I think TI wanted it so that they could make tanks. Are you using it on a fighter?
Nope, on a capship. I now works that it rotate on nearly the same-position, but turning 180 degree on the y-axis makes the ship also rotate exactly 90 degree on the z-axis. It disturbs the view of the battle, not to mention that the cruiser which is now standing on the side can't use half of it's weapons anymore due to their FOV :(
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I don't think it was designed for use on capships. Better ask Goober as it was his creation.
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It can be disabled for everything pretty easily (physics.cpp, line 926) but I don't know how you'd specify that in a table. Maybe add a ships.tbl entry?
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I would take either of that (grammar ? ) :)
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Well, my implementation of no-bank was very hackish. If you want to change it to better integrate with the physics engine, WMC, be my guest. :)