Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IPAndrews on June 18, 2005, 10:29:27 am

Title: Engine glow colours
Post by: IPAndrews on June 18, 2005, 10:29:27 am
Any way to change engine glow colours / texture without changing the species of the ship?
Title: Engine glow colours
Post by: Black Wolf on June 18, 2005, 10:46:38 am
Not AFAIK. But you could just duplicate the Species entry inspecies_defs.tbl and give it different engine glows.

Unless you mean on the fly, which, unless something's changed recently that I haven't noticed, can't be done.
Title: Engine glow colours
Post by: karajorma on June 18, 2005, 10:53:31 am
Quote
Originally posted by Black Wolf
Not AFAIK. But you could just duplicate the Species entry inspecies_defs.tbl and give it different engine glows.

Unless you mean on the fly, which, unless something's changed recently that I haven't noticed, can't be done.


Again I haven't tried it but if you did what you suggested above and then used change-class I'd imagine that the engine glow colour would change on the fly too.

I really need to play about with change-class and change-model somewhat. It's been around for a while and I don't know much about what you can and can't do with it.
Title: Engine glow colours
Post by: Black Wolf on June 18, 2005, 10:59:03 am
Quote
Originally posted by karajorma

I really need to play about with change-class and change-model somewhat. It's been around for a while and I don't know much about what you can and can't do with it.


That describes me and half the SCP sexps TBH... :nervous:

I'm currently in the middle of playing about with them now actually (spurred by the regenerating player mystery in the other thread :)) trying to figure out the more esoteric ones.
Title: Engine glow colours
Post by: Axem on June 18, 2005, 11:00:35 am
I messed with it for a little while, even used the change class for JAD.

Change class will make the target turn into another ship with full hull and everything. Your weapons also change to whatever the default ones are.

Change model, only changes the model. Everything else stays the same.

Although I didn't try what happens when you replace it with a ship of another species.
Title: Engine glow colours
Post by: TopAce on June 18, 2005, 11:07:29 am
The IFF might change then.
Title: Engine glow colours
Post by: Black Wolf on June 18, 2005, 11:12:01 am
Don't see why - with the exception of the Shivans, which defaul to hostile, IFF is independent of species, and even the Shivan's can be made friendly easily enough.

With hull strength defining variables it should work pretty well then - you'd run into problems if you needed to transform a turreted capship, and you'd probably want to confirm it wasn't disabled (given that the engine is the only subsystem with really visible damage effects) but there's no reason it couldn't work.
Title: Engine glow colours
Post by: Bobboau on June 18, 2005, 11:12:50 am
eeehh...
yes you can,

in the table, after score:
$Thruster Bitmap 1:
$Thruster Bitmap 1a:
$Thruster01 Radius factor:
$Thruster Bitmap 2:
$Thruster Bitmap 2a:
$Thruster02 Radius factor:
$Thruster01 Length factor:
$Thruster Bitmap 3:
$Thruster Bitmap 3a:
$Thruster03 Radius factor:

all lines are optional, defaulting to the normal FS thruster effect. the diferent parts have to do with the three diferent components of the FS thruster effect.
Title: Engine glow colours
Post by: Black Wolf on June 18, 2005, 11:44:55 am
Quote
Originally posted by Bobboau
eeehh...
yes you can,  


Well shit.
Title: Engine glow colours
Post by: RED DIAMOND on June 19, 2005, 10:54:09 am
Quote
Originally posted by Bobboau
eeehh...
yes you can,

in the table, after score:
$Thruster Bitmap 1:
$Thruster Bitmap 1a:
$Thruster01 Radius factor:
$Thruster Bitmap 2:
$Thruster Bitmap 2a:
$Thruster02 Radius factor:
$Thruster01 Length factor:
$Thruster Bitmap 3:
$Thruster Bitmap 3a:
$Thruster03 Radius factor:

all lines are optional, defaulting to the normal FS thruster effect. the diferent parts have to do with the three diferent components of the FS thruster effect.


Do the names of the pcx pictures from the effects directory go after each colon?:confused:
Title: Engine glow colours
Post by: Singh on June 19, 2005, 12:02:08 pm
Quote
Originally posted by karajorma


I really need to play about with change-class and change-model somewhat. It's been around for a while and I don't know much about what you can and can't do with it.


Both are rather interesting SexPs to play with, as I discovered while FREDding desperation. You can easily use it, for example, to make dual role wings. Eg: if Alpha 1 takes a bomber, I can use the sexp to make sure that Beta wing is a fighter, and vice versa.

Hmm...I wonder what would happen if I changed the ship class of a Diemos class corvette to a bomber....but left the model as that of a Diemos? :drevil:
Title: Engine glow colours
Post by: Singh on June 19, 2005, 12:03:41 pm
Quote
Originally posted by Axem

Change class will make the target turn into another ship with full hull and everything. Your weapons also change to whatever the default ones are.


Hmm...as odd as it seems, I dont think change-class works completely that way. May be a bug, but the last time I used it, it only changed some of the ships stats, but not hte actual model itself :/
Title: Engine glow colours
Post by: Fury on June 19, 2005, 02:28:36 pm
I'm sorry. IPAndrews clearly has not paid attention to TBP lately. Our ships have had ship specific engine glows since 3.0.
Title: Engine glow colours
Post by: Goober5000 on June 19, 2005, 09:07:19 pm
Quote
Originally posted by Singh
Hmm...as odd as it seems, I dont think change-class works completely that way. May be a bug, but the last time I used it, it only changed some of the ships stats, but not hte actual model itself :/
I fixed some bugs in those sexps recently.  You may have used an old build.