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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ShadowGorrath on January 29, 2008, 11:52:34 am

Title: Jump out effect - something other than subspace ?
Post by: ShadowGorrath on January 29, 2008, 11:52:34 am
Hello, me again,

Is there a way to make the jump out effect look like the ship just flown off at a very high speed, instead of subspace ?
Title: Re: Jump out effect - something other than subspace ?
Post by: Jeff Vader on January 29, 2008, 12:00:10 pm
You mean somewhat along the lines of this clip (http://swc.fs2downloads.com/movies/Hyperspace.avi)?
Title: Re: Jump out effect - something other than subspace ?
Post by: ShadowGorrath on January 29, 2008, 12:09:40 pm
Something like that , but WITHOUT any subspace effect. Kind of like if you turned on high speed engines, and simply fly off.
Title: Re: Jump out effect - something other than subspace ?
Post by: Jeff Vader on January 29, 2008, 12:13:30 pm
I bet it involves tweaking the jump-in and jump-out speeds as well as creating completely blank warp effect textures.
Title: Re: Jump out effect - something other than subspace ?
Post by: ShadowGorrath on January 29, 2008, 12:17:07 pm
That might just work

Can you give me the warp-in/out speeds from that video ? The rest I can do myself ( hopefully ) - transparent subspace textures and sound .
Title: Re: Jump out effect - something other than subspace ?
Post by: haloboy100 on January 29, 2008, 08:32:29 pm
What shadowgorath is trying to do is basically the hyperspace affect from the star wars movies; ships flying off at FTL speeds without any affects other then a big motion blur. shouldn't the star wars project already have that done?
Title: Re: Jump out effect - something other than subspace ?
Post by: WMCoolmon on January 30, 2008, 12:53:41 am
SWC still hasn't integrated its code into the main FS2_Open codebase, IIRC.
Title: Re: Jump out effect - something other than subspace ?
Post by: ShadowGorrath on January 30, 2008, 04:22:28 am
I need STL

So I'll just make all the textures transparent, get the cruise engine sounds from FL and give it a higher speed for jumping in/out.
Title: Re: Jump out effect - something other than subspace ?
Post by: Swifty on February 05, 2008, 02:53:26 am
Hey, WMC, are we ever going to make warp in/warp out scriptable? It seems as though a lot of mods seem to want different types of warp-ins. That Homeworld mod needs that hyperspace subspace effect with the ship staying in place, the Star Wars project has ships going off into high speeds to get into hyperspace, and there's BTRL's FTL effect that still needs tweaking. Has scripting gotten that far yet?
Title: Re: Jump out effect - something other than subspace ?
Post by: JGZinv on February 05, 2008, 06:00:46 pm
I would have to question if any of the Star Trek mods got that far along to do a warp in/out?
That's fairly similar as well.

Another question might be is if you can have the ship desentigrate into a wormhole or similar.
Example here:
http://www.youtube.com/watch?v=r555vBOYUdE (http://www.youtube.com/watch?v=r555vBOYUdE)

About 1:44 and 3:08 and 3:32
Title: Re: Jump out effect - something other than subspace ?
Post by: haloboy100 on February 05, 2008, 06:20:37 pm
Well one way to do the hyperspace-like affect (like XWA) would be to place (using the no warp affect box in the FRED ship editor) the entering ship thousands of kilometers away so you can't see it, then make it accelerate to the position you want it to be at an ultra fast speed to where you want it to be.
Title: Re: Jump out effect - something other than subspace ?
Post by: WMCoolmon on February 06, 2008, 02:31:20 am
Hey, WMC, are we ever going to make warp in/warp out scriptable? It seems as though a lot of mods seem to want different types of warp-ins. That Homeworld mod needs that hyperspace subspace effect with the ship staying in place, the Star Wars project has ships going off into high speeds to get into hyperspace, and there's BTRL's FTL effect that still needs tweaking. Has scripting gotten that far yet?

The framework is (mostly) there in the unstable branch. Enumerations could use some support for addition so you could do things like
Object.Flags = OBJECT_NO_COLLISION + OBJECT_NO_RENDER

but that's still possible without rewriting any of the lowlevel scripting API. Mostly it would involve updating the enumeration datatype and adding an addition function...and actually, the current precedent I have set is to just have the flags be boolean variables (eg Object.Collision = false, Object.Render = false) which works just fine.

Mostly what's lacked is a bunch of graphics functions (Drawing a polygon, clipping models in 3D space) and low level control like object flags. You'd also need a good way to access the mission log; and so on and so forth. Hooks would need to be added to the scripting function, and overrides implemented.

You might also want to redo the way that warp 'stages' are handled so that they aren't so hardcoded and there can be as many (or as few) as you like and you can transition between them with scripting; but since the way that stages are handled is only for the Freespace-specific warpout and is not an inherent requirement for warp in/out, it's OK as is.

What would also be a big help - and would be a major framework update - would be object-specific scripting handles. I had a method of doing this planned and I think it's partly-implemented, but it's not multiplayer-friendly. (It might not have to be for something like this) It's certainly not necessary, you can store variables with a global array, but it would probably make things much cleaner.

I don't want to put anybody off of working on it, because there are a lot of little functions that you could probably easily add, but the warpin/warpout stuff can also get complex and you would, at some point, want to abstract some of the under-the-hood stuff so that the scripted stuff doesn't get as bad as the C code.

There are warpin/warpout hooks that I put in at some point just for experimenting's sake, making those work properly would probably be the best place to start, and then all this other stuff would just be icing on the cake. It looks like that needs a way to call ship_actually_depart.