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

Title: Jump Node models: How to they work?
Post 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).
Title: Re: Jump Node models: How to they work?
Post by: Krelus on December 25, 2008, 11:16:10 pm
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.
Title: Re: Jump Node models: How to they work?
Post by: pecenipicek on December 26, 2008, 04:50:15 pm
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?
Title: Re: Jump Node models: How to they work?
Post by: JGZinv on December 26, 2008, 08:56:03 pm
*raises hand*

Would also like to know....
Title: Re: Jump Node models: How to they work?
Post by: Aardwolf on December 26, 2008, 10:36:05 pm
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.
Title: Re: Jump Node models: How to they work?
Post by: Krelus on December 26, 2008, 10:52:38 pm
I'm actually hoping someone will come up with a way to add a second type of node into the game.
Title: Re: Jump Node models: How to they work?
Post by: Killer Whale on December 27, 2008, 04:31:47 am
saw this just today... http://www.freespacemods.net/download.php?view.335 ... don't know what it does...
Title: Re: Jump Node models: How to they work?
Post by: ssmit132 on December 27, 2008, 05:02:26 am
They're portals. Not jump node HUD models.
Title: Re: Jump Node models: How to they work?
Post by: Mobius on December 27, 2008, 07:06:13 am
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. :)
Title: Re: Jump Node models: How to they work?
Post by: Krelus on December 27, 2008, 03:01:23 pm
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 ^.^
Title: Re: Jump Node models: How to they work?
Post by: Snail on December 27, 2008, 04:16:18 pm
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.
Title: Re: Jump Node models: How to they work?
Post by: Mobius on December 28, 2008, 04:09:08 am
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... :)
Title: Re: Jump Node models: How to they work?
Post by: LeGuille on January 01, 2009, 01:33:55 am
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 :)