Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Colonol Dekker on September 12, 2006, 08:03:01 am
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I know theres a change-nebula an accompanying start-nebula (or equivalent) what i'm proposing is maybe a fade-nebula-n for instance.
You have a non=solid pof with alpha transparancies representing the nebula in the distance, on approach or once you close to a certain distance, use the fade-nebula-in to give the appearence of entering. The non-solid pof would help the illusion as caps enterering fade into it maybe?
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It would be more interesting to have bubbles and passages of clear area inside the dense nebula, not unlike the nebula which conceals the Ragnar station in BSG Miniseries...
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Is it a possibility, Code-wise? Or even using an autopilt move to fast transition into a nebula in mission?
Or would it be too system hungry :confused:
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If there's a change-nebula function, you may already have the ability to fade the nebula in.
Assuming poofs support animation (which may be a stretch), you could set it to an animation of them fading in, then replace the animation once a certain time is reached. You could pad the poofs out with static frames to compensate for inaccurate mission timer/SEXPs, to some extent.
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I'm wondering if there isn't some way to have nebula as long as the nebula goes beyond the edge of the playing field. That way it could get denser as you move in one direction, and you could use the skybox to give the appearance of being outside the nebula, so the Nebula could get defineably thicker along one axis only, by letting the nebula poofs slowly increase in opacity as you move further away from the 'entrance' of the nebula and head further into it.
If you could get distance fogging to kick in the same way, using how far from the entrance you are, rather than how far from the centre, and use the right background, you could get a pretty good effect.
It wouldn't exactly be 'localised' nebula, but if you could define how quickly it got dense, and maybe have it go EMP at a predefined density etc, you could still tactically use it in combat situations.
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Maybe have the fading set around a waypoint, Ie distancxe < 15000 neb-fade-in, distancxe < 12000 neb-change-storm (or whatever the case is. :)
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How about nebular weather in a dogfight? I thought it would be interesting and cool if a mission was half-nebula, and in that (dense) nebula, it does different things...
From outside it being 100% normal, to inside it being between 10km and 10m sensor accuracy... missile locks and no missile locks, EMPs, energy draining, weapon dissapation (such as a subach hl-7 only goes 300m instead of 900m), etc.Make it sporatic, and change density to equal the problems.
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[little miss jocelyn]
This will take a LOOooooooooooooong time :lol:
[/little miss jocelyn]
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would freelancer-ish implementation of nebulas be possible in FS2?
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So let me just clear this up because I R noob. This discussion is about creating dynamic nebulae in which you can fly into and out of all in the same level, correct?
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Yeppums...............We need a viable knowledge base to work from.