Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fozzy on April 28, 2002, 12:31:43 pm

Title: Mapped Beams
Post by: Fozzy on April 28, 2002, 12:31:43 pm
(note this is not compleate code)I have an idea for beams mapped onto .pof file instead of just the texture.

1) It includes loading a "pof" every time the beam is fired
      Pof_Beam = model_load( "Pofbeam.pof", NULL, NULL );
      Assert(PofBeam>-1);
2) texturing it with the default texture
         int bitmap_num = pm->original_textures[j];
(i think the thruster textures are defined a bit like this)

3) Scaling it using a methord simular to scaling thrusters

4) making it translucant like the wormhole

I think i can do steps 1 and 2 but i am stuck after that, Programmers i need your help. Who am i kidding i am not skilled enuff to so this this is a major mod, but the info could be useful for someone who knows what they are doing.


Things I Searched  for:
 model_set_thrust
 beam_type_d_move
 Subspace_model_inner  = very helpfull (texturing and loading models)

need to find out:
 how to make tha damn beam
 How to make the textures translucant
 how to assign a pof file to each level of beam
Title: Mapped Beams
Post by: Carl on April 28, 2002, 01:09:19 pm
that would slow down your system and not look as good.
Title: Mapped Beams
Post by: Fozzy on April 28, 2002, 01:19:06 pm
I dont think it would look that bad, (warp efect, thrusters)
Besides if you have ever played "gun-Man" they use somthing simular
Title: Mapped Beams
Post by: Setekh on April 29, 2002, 03:47:43 am
That's a pretty hefty idea. Maybe we should wait till the coders mature and then look back at it; I think it's out of our reach for now. :)
Title: Mapped Beams
Post by: Nico on April 29, 2002, 06:59:53 am
for my part I don't see the purpose. I'd rather have a glow applied to the actual map ust like primaries do...
Title: Mapped Beams
Post by: LtNarol on April 29, 2002, 08:02:05 am
mapped beams=bad

we've had this discussion before, but maybe it was on vwBB.  A mapped beam means the glows will look out of place if you look at the beam from the side; more importantly, it would cause a number of problems with the effects at the point of origin and the point of impact.