Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: MartyrOfKharak on March 30, 2008, 07:47:59 pm

Title: Subspace Exit
Post by: MartyrOfKharak on March 30, 2008, 07:47:59 pm
I want to do a mission where a fleet is in subspace (using the "takes place in subspace" background option), and then some scouts report that the coast is clear, and then the backdrop shifts from subspace to stars.  I've figured setting the skybox model, but I don't know what to change it to.

Does anyone know how to do this?
Title: Re: Subspace Exit
Post by: Polpolion on March 30, 2008, 08:05:26 pm
IIRC there is a SEXP that changes the skybox model in the events editor, although that'd be pretty ugly.
Title: Re: Subspace Exit
Post by: MartyrOfKharak on March 30, 2008, 08:26:58 pm
I know about that SEXP, I just don't know what model to change it to.
Title: Re: Subspace Exit
Post by: FUBAR-BDHR on March 30, 2008, 08:46:52 pm
One way to do it would be to use a cutscene to show the player transitioning from hyperspace to normal space then switch back to the hud.  Vidmaster made it work quite nicely in FH2260.
Title: Re: Subspace Exit
Post by: MartyrOfKharak on March 30, 2008, 09:10:12 pm
Alright, I'll try that.  Thanks a lot.
Title: Re: Subspace Exit
Post by: Droid803 on March 30, 2008, 09:25:51 pm
Starfield.pof is the default...i think...
but you should make your own skybox unless you want the background just to be stars and nothing else.
Title: Re: Subspace Exit
Post by: jdjtcagle on March 31, 2008, 07:33:38 am
I think this would be cool, we don't get to see a lot of subspace as it is.
Title: Re: Subspace Exit
Post by: MartyrOfKharak on March 31, 2008, 02:52:16 pm
So I've tried swapping between starfield.pof and subspace_big.pof, but it doesn't seem to work.
Title: Re: Subspace Exit
Post by: karajorma on March 31, 2008, 05:39:26 pm
Not hugely surprised. This is the sort of thing that calls for a red alert mission.
Title: Re: Subspace Exit
Post by: MartyrOfKharak on March 31, 2008, 06:21:45 pm
You mean have one short mission in subspace and then red-alert to the attack site?

That's a good idea, but I'd need a campaign file to do that, and as of right now my weapons-on-campaigns problem remains unsolved.
Title: Re: Subspace Exit
Post by: Droid803 on March 31, 2008, 06:27:20 pm
Why not just force-jump chain end-mission, no debrief, red-alert (no briefing on next mission)
That would look a lot better than changing skyboxes.
Title: Re: Subspace Exit
Post by: MartyrOfKharak on March 31, 2008, 06:45:22 pm
I think I will, but I can't make a campaign work since for some reason the missions work independently but once I put them in a campaign the weapons don't load anymore (http://www.hard-light.net/forums/index.php/topic,52956.0.html)

[am I going insane or does every link on this forum take me to a rickroll?]
Title: Re: Subspace Exit
Post by: karajorma on April 01, 2008, 02:23:50 am
No you're not insane. Look at the date. :D
Title: Re: Subspace Exit
Post by: Roanoke on April 01, 2008, 05:27:45 am
how about a tueb shaped object, textured with the subspace pallet. Kinda like a tube which the fleet passes through and then use ship vanish to get rid once they "exit" subspace.

Might not look too great though...... :doubt:
Title: Re: Subspace Exit
Post by: MartyrOfKharak on April 01, 2008, 08:36:57 pm
I thought of doing a model, but for some reason none of my .pof files will appear.  It's not because the model is unstable, I tried it with a simple cube and it still didn't show up.  Is it because I haven't put a texture map on it yet?