Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Flaser on November 26, 2005, 05:52:45 pm

Title: New/Old features every modder should know
Post by: Flaser on November 26, 2005, 05:52:45 pm
New/Old features that every modder should know about

With the rapid development of SCP, the varius test-versions of executables; campaign specific requests that make it to the CVS tree it's no wonder that some of the 'goodies' all modders dream about when making an in-game model are lost in the maelstorm.

This thread is meant to collect these features, pinpoint the relevant threads, Wiki articles that deal with their implementation and limitations and just plainly, making sure everyone knows about them.

Right now this is just a quick list (to be expanded, and extended) to highlight some of the features that could bring a breakthrough in the modelling experience.:

-Ai Table
-Animation Code
-Armor Table
-'Cockpit' rendering
-Detail Boxes (an aft overlooked LODing tool!)
-Debris Modelling (since retail!)
-Glow Mapping*
-Model Replacement
-Modular Tables
-Non-targetable, destroyable subsystems
-Shine Mapping (more than a b/v map!)
-Texture Replacement
-*Unlighted mapping
-Weapon rendering
Title: Re: New/Old features every modder should know
Post by: Wanderer on November 26, 2005, 11:21:40 pm
Some of those have already been talked about in wiki... those can be found from FS wiki's tables category (http://www.hard-light.net/wiki/index.php/Category:Tables), like animation code, armor table, modular tables and for few others.

But it would be great to have a 'how to use SCP features' page existing, perhaps in wiki under the Source Code Project...
Title: Re: New/Old features every modder should know
Post by: CP5670 on December 08, 2005, 03:04:24 pm
Did the cloaking feature ever make it in? I remember some discussion on that a long time ago but can't find much information on it now.
Title: Re: New/Old features every modder should know
Post by: Wanderer on December 08, 2005, 03:33:50 pm
By looking into code it seems to be part of tertiary weapons... along with some other quite interesting stuff. But i don't know how to get tertiary weapons to work or even if they are enabled at all.
Title: Re: New/Old features every modder should know
Post by: Black Wolf on December 08, 2005, 11:36:47 pm
They're still yet to be coded AFAIK.
Title: Re: New/Old features every modder should know
Post by: Singh on December 08, 2005, 11:39:47 pm
wasnt there supposed to be a table feature recently, regarding to textures, developed by Bob?

I remember Dabrain or someone using them effectively to allow for certain maps or parts of maps to glow in a cycle, despite not having a glowmap at all.
Title: Re: New/Old features every modder should know
Post by: WMCoolmon on December 09, 2005, 01:33:37 am
Tertiary weapons and the materials table are not in.

There's a fair bit of code related to tertiary weapons already in. The feature just doesn't work.
Title: Re: New/Old features every modder should know
Post by: DaBrain on December 09, 2005, 06:38:04 am
wasnt there supposed to be a table feature recently, regarding to textures, developed by Bob?

I remember Dabrain or someone using them effectively to allow for certain maps or parts of maps to glow in a cycle, despite not having a glowmap at all.

Bob used that. AFAIK it's part of his new (cool ;) ) material system. :)