Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: T-Man on December 25, 2008, 07:23:06 am
-
Does anyone here have any experience with modelling jump nodes? (like the jump node that was made for FS-Port)? I was hoping such a person would know how the wireframe effect works on them, as when i've looked at the POF the node has an opaque texture (it uses one of the "capital" textures IIRC).
It occoured to me that if the wireframe effect (where its just the coloured HUD wireframe and no texture) can be done with nodes, perhaps stuff like nav markers could be modelled in the same way, so it looks like the HUD is placing markers on the overlay (sorta like how its done in starlancer with the "get into escort formation" bits).
-
Does anyone here have any experience with modelling jump nodes? (like the jump node that was made for FS-Port)? I was hoping such a person would know how the wireframe effect works on them, as when i've looked at the POF the node has an opaque texture (it uses one of the "capital" textures IIRC).
It occoured to me that if the wireframe effect (where its just the coloured HUD wireframe and no texture) can be done with nodes, perhaps stuff like nav markers could be modelled in the same way, so it looks like the HUD is placing markers on the overlay (sorta like how its done in starlancer with the "get into escort formation" bits).
You know, I've been wondering about this myself. I'm eagerly anticipating an answer.
-
didnt find anything in the tables...
it looks like to me the code itself takes care of the proper texture for it (in other words, it renders the wireframe of the model with lines colored green.
my tests however are inconclusive... any coder up to explaining this?
-
*raises hand*
Would also like to know....
-
I think it's just hard-coded to do that for jump nodes.
I expect someone more knowledgeable will be along shortly to confirm this.
-
I'm actually hoping someone will come up with a way to add a second type of node into the game.
-
saw this just today... http://www.freespacemods.net/download.php?view.335 ... don't know what it does...
-
They're portals. Not jump node HUD models.
-
It's a matter of code. Unless you've noticed it, there's a SEXP you can use to change the color of a given node. I do, in fact, change to red the color of nodes that lead to hostile systems. :)
-
saw this just today... http://www.freespacemods.net/download.php?view.335 ... don't know what it does...
Whoa, the Shivan one looks absolutely sick. I just might have to find a use for that ^.^
-
It's a matter of code. Unless you've noticed it, there's a SEXP you can use to change the color of a given node. I do, in fact, change to red the color of nodes that lead to hostile systems. :)
IMO the only problem with doing this is that when you target it, the target brackets are still green as if it's friendly.
-
Well, the only thing that really matters is how it appears ingame. The fact that it's still monitored as a green node doesn't really matter... :)
-
It would be nice to make objects appear as wire-frame for effect.
I can see the use of a SEXP like this... (I dont know them off-hand, so forgive me)
When
- is-targetted
- Alpha 2
- true
- fx-wireframe
- Alpha 2
- Green
This would, essentially, make the effect of turning objects to wire-frame only mode, and displaying a color.
Also, the wireframe for nodes should allow for HEX value colors. That'd be nice :)