Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Razial on July 24, 2009, 09:34:28 pm

Title: Subspace Missions Start?
Post by: Razial on July 24, 2009, 09:34:28 pm
I have started with a fade in to a subspace mission start but i cant get it it to work. I was wondering if someone could give me an idea of the SEXPs to use to Fade into the mission to a subspace travel to start, then on for a while, then maybe a fade out or whatever is the best way to exit subspace but still maintaining a smooth transition :)

Title: Re: Subspace Missions Start?
Post by: Rodo on July 24, 2009, 09:53:34 pm
well using fade in and fade out sexp's work just fine, just check that when you are fading in the screen is actually already faded out (IIRC you had to fade out first to get the effect of fading in afterwards).

Check for the departue of Alpha 1 and that should do it.
Title: Re: Subspace Missions Start?
Post by: General Battuta on July 24, 2009, 10:00:32 pm
You need to fade out with a duration of zero first, then fade in (with an argument like 4000 or something; the time is measured in milliseconds, I believe.)

Check for the departue of Alpha 1 and that should do it.

Don't know if that'll work - key-pressed Alt-J might do it, though.
Title: Re: Subspace Missions Start?
Post by: Razial on July 25, 2009, 07:15:57 am
Ok, I was actually hoping to fade in at the start of the mission from white to subspace travel (as in the mission where you destroy the Lucifer's reactors). So I am hoping for like a SEXP set that will have it bright white as soon as the mission starts then fades into you flying in subspace.
Title: Re: Subspace Missions Start?
Post by: Razial on July 25, 2009, 08:24:18 am
Ok I have got the fade in working now :P  I am still having trouble finding a source for some user created skybox models for subspace. I heard there are some good ones around but I cant find any. Anyone know of any? :)
Title: Re: Subspace Missions Start?
Post by: Cobra on July 25, 2009, 09:00:44 am
Uhh. You could always check the "mission takes place in subspace" box. ;)
Title: Re: Subspace Missions Start?
Post by: Razial on July 25, 2009, 09:23:07 am
Lol good idea!!! Fortunately I have done that :P I was actually referring to the possibility of user made .pof subspace models to use instead of the default one, as I think the default one is looking a little dated now :)
Title: Re: Subspace Missions Start?
Post by: Cobra on July 25, 2009, 09:27:04 am
Well, there really is no such thing as a 'user made' subspace .pof. There are really just retextures. And I thought that the 3.6.10 VPs had newer textures.
Title: Re: Subspace Missions Start?
Post by: Rodo on July 25, 2009, 11:41:06 am
You need to fade out with a duration of zero first, then fade in (with an argument like 4000 or something; the time is measured in milliseconds, I believe.)

Check for the departue of Alpha 1 and that should do it.

Don't know if that'll work - key-pressed Alt-J might do it, though.

not quite, I can just cancel the warp out in the middle and the fading will still take place.

I guess you could make it work by restricting the player control, but then again you would be taking away the possibility for the player to fix a mistake.
Title: Re: Subspace Missions Start?
Post by: General Battuta on July 25, 2009, 11:44:17 am
End-mission when the fadeout passes, then. It'll make you unable to cancel the warpout, but serves the pilot right!