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
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(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
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that would slow down your system and not look as good.
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I dont think it would look that bad, (warp efect, thrusters)
Besides if you have ever played "gun-Man" they use somthing simular
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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. :)
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for my part I don't see the purpose. I'd rather have a glow applied to the actual map ust like primaries do...
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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.