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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: vonhertell999 on March 26, 2011, 02:20:10 am

Title: question for the blueplanet team
Post by: vonhertell999 on March 26, 2011, 02:20:10 am
hello, one thing that really amazing me about blueplanet, besides the music, is the fact that u have missions where u go into subspace first person, see the inside of subspace, and come out on the other side in one mission file. i would love very much to incorporate that into one of my maps, but i havent the slightest idea how. can i have help?
Title: Re: question for the blueplanet team
Post by: karajorma on March 26, 2011, 02:45:28 am
Best advice I can give is to actually open up the VP file, extract the missions and take a look at them in FRED.

You'll learn a lot more that way. :)
Title: Re: question for the blueplanet team
Post by: Black Wolf on March 26, 2011, 04:21:03 am
Apparently, that's a relatively poor implementation of the trick, and it's done better in Vassago's Dirge - grab a copy of that and see how Axem did it for a more flexible system (not knocking anyone, btw, that's from the creator of the mission).
Title: Re: question for the blueplanet team
Post by: General Battuta on March 26, 2011, 08:26:01 am
Apparently, that's a relatively poor implementation of the trick, and it's done better in Vassago's Dirge - grab a copy of that and see how Axem did it for a more flexible system (not knocking anyone, btw, that's from the creator of the mission).

No, what he's talking about wasn't done in Vassago's Dirge, so looking at Vassago's Dirge is not going to do any good.

We got a new SEXP added called set-mission-subspace so it was possible to toggle the subspace corridor on and off. (Vassago's Dirge just fades to white). All you need to do to flip on the subspace corridor is to fire a set-mission-subspace SEXP.

The rest of the tactical jump setup is a bit more complex, and both the Vassago's Dirge and BP approaches have their advantages, but all in all the Vassago's Dirge one is more worth emulating in terms of getting a ship from A to B. Just throw in some set-mission-subspace time in the middle.
Title: Re: question for the blueplanet team
Post by: vonhertell999 on March 26, 2011, 12:26:01 pm
ah.. i will play around with that then, thanks for the help
Title: Re: question for the blueplanet team
Post by: Mobius on March 27, 2011, 09:36:55 am
Don't forget to use fade-in and fade-out (to white), AFAIK set-mission-subspace alone may look weird. You may wish to use warp-effect, too. :)

Also, double-check all coordinates in FRED: it takes a lot of time (I spent hours doing that while FREDding some INF missions recently), but it's definitely worth the effort.
Title: Re: question for the blueplanet team
Post by: Scotty on March 27, 2011, 10:37:33 am
Also, double-check all coordinates in FRED: it takes a lot of time (I spent hours doing that while FREDding some INF missions recently), but it's definitely worth the effort.

While this is certainly true that you should, double-checking shouldn't take you more than 15 or 20 minutes per mission.  Then again, for my jumps I just move people back to the origin point or thereabouts and work from there with no-warp-effect and stuff like that.  Smaller numbers = easier to check.
Title: Re: question for the blueplanet team
Post by: Mobius on March 27, 2011, 10:48:19 am
Depends on the number of ships. Try "teleporting" a fleet with their fighter escorts and you'll see. ;)

At first, it may seem convenient to just keep the coordinates, change the background (if necessary) and let certain assets pop up or disappear to give the true feeling of a jump... but how'd you deal with debris? It's weird to make the player jump who knows how many AUs away and let him find debris from previous fights as if he didn't move at all.
Title: Re: question for the blueplanet team
Post by: vonhertell999 on March 27, 2011, 12:11:54 pm
yes that would ruin an expierience. i think, though im not exactly greatly expierenced, a good solution to that would be to jump some 30,000 metres away, maybe further, so u cant see the debris from destroyed fighters ect.
Title: Re: question for the blueplanet team
Post by: Mobius on March 27, 2011, 12:16:57 pm
30.000 meters is very good, I can ensure that. :)
Title: Re: question for the blueplanet team
Post by: Axem on March 27, 2011, 05:46:25 pm
Here's a detailed tutorial all about in mission jumping. :)

http://www.hard-light.net/wiki/index.php/Tutorial_-_In-Mission_Jumps

If you've got any questions about it, let me know and I'll try to edit the tutorial accordingly.
Title: Re: question for the blueplanet team
Post by: vonhertell999 on March 27, 2011, 07:50:25 pm
thanks much that was extremelly helpful  :nod: