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Off-Topic Discussion => General Discussion => Topic started by: Pegasus V on September 23, 2001, 08:58:00 pm

Title: GTVA NodeMap Analysis
Post by: Pegasus V on September 23, 2001, 08:58:00 pm
I'm currently making up an analysis of all  systems on the GTVA nodemap. I was going to include details of the stars (real-life), info on planets (FS Canon) and special events that took place in the system, etc.

Can you give me any suggestions of what else I could include?

Preliminary design (//"http://www.geocities.com/alpha_quadrant_project/nodemap.html")

Thanks.
Title: GTVA NodeMap Analysis
Post by: Setekh on September 24, 2001, 08:06:00 am
If you'd like to consider Flash, that would be very useful for a map like this.

Ace has a flash version of the GTVA nodemap, IIRC.

Also, great job so far - I understand that all that image mapping takes a fair bit of effort.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

[This message has been edited by Setekh (edited 09-24-2001).]
Title: GTVA NodeMap Analysis
Post by: Eishtmo on September 24, 2001, 10:42:00 am
Despite my slow modem, I'd have to agree that Flash would probably work out best in the long run.  However, this way works for now.

Anyway, I did collect a chart on most of the real stars (I just found Delta Serprentis) that I can send you if you want.

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Title: GTVA NodeMap Analysis
Post by: joek on September 24, 2001, 12:20:00 pm
What I think would be cool is a 3D model of the node map where the stars are in their true position (probably have to make up where Vasuda is in space) so that you can not only see the nodes connecting all the stars, but see how far each star is away from each other.

Example... it's many node jumps from Sol to Alpha Centari... even though in reality they're neighbors. Comparing that in a 3D nodemap I think would be cool.

Joe.

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Title: GTVA NodeMap Analysis
Post by: Sandwich on September 24, 2001, 04:08:00 pm
 
Quote
Originally posted by joek:
What I think would be cool is a 3D model of the node map where the stars are in their true position (probably have to make up where Vasuda is in space) so that you can not only see the nodes connecting all the stars, but see how far each star is away from each other.

Example... it's many node jumps from Sol to Alpha Centari... even though in reality they're neighbors. Comparing that in a 3D nodemap I think would be cool.

Joe.



Amen!


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Title: GTVA NodeMap Analysis
Post by: Pegasus V on September 24, 2001, 07:14:00 pm
 
Quote
Originally posted by Eishtmo:
Anyway, I did collect a chart on most of the real stars (I just found Delta Serprentis) that I can send you if you want.


Delta Serpentis is one the only systems that I don't have any info on. Would you be able to send me the info - [email protected] - Thanks Eishtmo!!

 
Quote
Originally posted by joek:
What I think would be cool is a 3D model of the node map where the stars are in their true position.

Unfortunately, it is highly unlikely that this would work well if you wanted to keep the scale correct... Procyon A is about 8 LY's away, while Deneb is greater than 600 LY's away... It doesn't quite make sence, but that's the way Volition made it...
Title: GTVA NodeMap Analysis
Post by: Joey_21 on September 24, 2001, 07:19:00 pm
Though our methods for measuring distances to stars are incorrect beyond 40 or 100 light years, deneb is estimated about 3261.6 ly away. I think deneb is a blue star. Deneb is one of the brightest objects in the sky.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Edit: URLs.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
 http://www.infoplease.com/ce6/sci/A0815153.html ("http://www.infoplease.com/ce6/sci/A0815153.html")  http://www.infoplease.com/ce6/sci/A0814403.html ("http://www.infoplease.com/ce6/sci/A0814403.html")  http://www.astro.uiuc.edu/~kaler/sow/deneb.html ("http://www.astro.uiuc.edu/~kaler/sow/deneb.html")  http://www.astropix.com/HTML/E_SUM_N/TRIANGLE.HTM ("http://www.astropix.com/HTML/E_SUM_N/TRIANGLE.HTM")

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[This message has been edited by Joey_21 (edited 09-24-2001).]
Title: GTVA NodeMap Analysis
Post by: joek on September 24, 2001, 09:02:00 pm
 
Quote
Originally posted by Pegasus V:
Unfortunately, it is highly unlikely that this would work well if you wanted to keep the scale correct... Procyon A is about 8 LY's away, while Deneb is greater than 600 LY's away... It doesn't quite make sence, but that's the way Volition made it...

Simple... do like those VCR/TV/DVD/etc manuals...

-------| - - - - |---------

A break in the line to show it's far away.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Sure... it's not "perfect" for scale, but most of the stars are nearby stars, right?

Besides, knowing that one is very far away it gives the GTVA a solution for surviving Capella. That supernova radiation would be some serious bad news for near by stars to Capella, so the GTVA just moves everybody into a faraway star (but just a few node jumps away) to wait out the radiation (or something like that).

Joe.

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Title: GTVA NodeMap Analysis
Post by: Setekh on September 25, 2001, 03:10:00 am
 
Quote
Originally posted by joek:
What I think would be cool is a 3D model of the node map where the stars are in their true position (probably have to make up where Vasuda is in space) so that you can not only see the nodes connecting all the stars, but see how far each star is away from each other.

Example... it's many node jumps from Sol to Alpha Centari... even though in reality they're neighbors. Comparing that in a 3D nodemap I think would be cool.

Joe.

Hell yeah... Shrike! Get-eth thine arse-eth into gear! -Eth!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Title: GTVA NodeMap Analysis
Post by: Shrike on September 25, 2001, 03:12:00 am
Blah, do you know HOW BLOODY HARD that would be?  You'd have to convert the heading and distance into coordinates, with Sol at 0,0.

Well, actually it wouldn't be so much hard as a bloody pain in the *** ..... I hope you like trig.
Title: GTVA NodeMap Analysis
Post by: Setekh on September 25, 2001, 04:08:00 am
Well, last you showed me, you actually had some decent progress done, so...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Title: GTVA NodeMap Analysis
Post by: Xelion on September 25, 2001, 08:46:00 am
Well considering I'm at my friends place I've decided to post a bit.

I'm not sure wether anyone’s mentioned this yet, but because the stars are on a 3-Dimensional axis x, y, z to determine an objects position relative to us you also must use right ascension and declination. So mapping should be an easy task to put it in 3D. Although you don't even experience real 3D by looking at a computer screen you can present the object to have a 3D look, as for the rather large distance, think creatively and you might get something like I did.

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Max  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Flash Developer
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Title: GTVA NodeMap Analysis
Post by: Nico on September 25, 2001, 10:06:00 am
 
Quote
Originally posted by Max:
Well considering I'm at my friends place I've decided to post a bit.



I hope you copied/pasted that, coz you must be fed up otherwise  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: GTVA NodeMap Analysis
Post by: Shrike on September 25, 2001, 10:38:00 am
 
Quote
Originally posted by Setekh:
Well, last you showed me, you actually had some decent progress done, so...   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

No, that model was based off the  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) map, which has nothing to do with actual locations of the stars.  Besides, I just eyeballed it anyhow.
Title: GTVA NodeMap Analysis
Post by: joek on September 25, 2001, 10:48:00 am
 
Quote
Originally posted by Max:
Although you don't even experience real 3D by looking at a computer screen you can present the object to have a 3D look, as for the rather large distance, think creatively and you might get something like I did.


You know... it could be something as simple as putting objects (which would denote stars) in FRED2 in the stars' x,y,z coordinates. Then, as a FRED2 file, everyone could zoom and pan around it, and also select different stars to see their distance using FREDs built-in distance calculator (like 1 unit = 1 ly).

... although doing that I don't know how you'd show the node connections.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) There goes that good idea.

Joe.


------------------
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Title: GTVA NodeMap Analysis
Post by: NeoHunter on September 27, 2001, 11:43:00 am
Anybody remember the plugin you had to install if you wanted to view the ships and fighters in the FreeSpace 2 web site? Something called Meta Creation if I remember correctly.

Maybe you could use that. Provided someone knows anything about it.

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Title: GTVA NodeMap Analysis
Post by: aldo_14 on September 28, 2001, 12:11:00 pm
 
Quote
Originally posted by NeoHunter:
Anybody remember the plugin you had to install if you wanted to view the ships and fighters in the FreeSpace 2 web site? Something called Meta Creation if I remember correctly.

Maybe you could use that. Provided someone knows anything about it.



I have it (but can't be bothered figuring it out), and Avenger uses it on his webpage.

I think it's quite easy to use with 3ds files, although i couldn't really figure out the creation software when using cob files.


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Title: GTVA NodeMap Analysis
Post by: Fozzy on September 28, 2001, 05:55:00 pm
I think the GTVA map is like a London Underground one, it shows you where the jumpnodes take you, not the distances that you have to travel
Title: GTVA NodeMap Analysis
Post by: Setekh on September 28, 2001, 11:57:00 pm
It was called Metastream - .MTS.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)