Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KillMeNow on March 03, 2002, 11:04:00 am
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How do you make a jump node type model? as i am amking a hud nav point indicatior and the subspace nodes are exactly what i want just abit smaller and a different shape
so how i make the model show up like that like that?
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I don't know anything about modeling, but...
Try taking apart the jump node model an seeing how it works.
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had a look there doesn't appear to be any textures on ti but when i do that model just looks well transparent and the colour i made it but not a wireframe =( and not passible through either
on another not will shivan ship i place in a nebula with order to attack will they move towards where that ship is even if its out side there sensor range or will i have to vector them in?
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cause once i get these things done then my first mission is complete and my campaign will be on its way - which reminds me anyone here that can texture and convert models from lightwave into freespace? cause my campaign is going to need these extras
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punctuation and capitalization are very good things they are put on the keyboard for you to use them and it makes it much easier to read what you are writing so maybe we can understand you and help?
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He wants to know if he places a Shivan ship in a nebula and order it to attack, will it go towards the friendly ship, even if it's not in sensor range.
Once he gets those answers answered the first mission of his campaign will be done.
He's also looking for people who can texture and convert models from Lightwave to Freespace 2.
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Regarding the jump node, you can put just about anything there; I extracted the Sathanas model, renamed it to subspacenode.pof, put it in the models subdirectory and it showed up as the jump node in a mission.:D (the game automatically draws only the green lines and leaves out textures)
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thats not so handy cause i wanted the subspace node too but thanks i can probally work it without the nodes but not withouth nav beacons cause i dont want to have to follow another ship
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This just occurred to me as a possible solution for you, KillMeNow. Try reskinning the Pharos (or whatever the nav bouy is called) using textures that are pure green (RGB value 0,255,0) except around the edges of the polygons, where you should put thin lines coloured at RBG value 0,254,0.
Pure green is transparent in FS2, which means the background (stars, nebulae, planets, interstellar grapefruit, whatever) show through, so your reskinned nav bouy would look only like a computer generated icon on the HUD. As long as you keep the "no-collide" flag in the table entry, you won't have any problems with collisions.
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This just occurred to me as a possible solution for you, KillMeNow. Try reskinning the Pharos (or whatever the nav bouy is called) using textures that are pure green (RGB value 0,255,0) except around the edges of the polygons, where you should put thin lines coloured at RBG value 0,254,0.
hehe, I did exactly the same thing in my campaign for the nav buoys. It looks a lot better IMHO.;)
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Originally posted by Sesquipedalian
interstellar grapefruit
People cant resist the urg to steal my material
... or its just a coincidence
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As a matter of fact, I was typing along after I wrote that bit, and thought to myself, "Grapefruit? Didn't I just read that somewhere? Oh well..." :D
Originally posted by CP5670
hehe, I did exactly the same thing in my campaign for the nav buoys. It looks a lot better IMHO.;)
Say, would you mind posting that up, CP? It could be quite useful.