Author Topic: Planetary Mods?  (Read 4791 times)

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Offline ShadowWolf_IH

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Offline penguin

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I'm not 100% sure what people want in a planetery mod (everything!  of course...), but here are some possible scenarios...

1.  Flying in orbit around a planet, dunno the altitude, let's assume about the same as the Space Shuttle, maybe a little lower.

Gravity would be negligible, as would any atmospheric effects, etc.  The only thing different from current FS missions would be the BIG planet on one side of the screen.  This could be implemented with a fairly low number of polys - at this distance, it's pretty flat, it could be represented as an inverted shallow bowl.

What would make it more realistic would be to animate the textures.  The poly itself would stay put, relative to the player (just like nebulae/planets do now -- when you fly towards them, they remain at a constant distance)  But it would be neat to have the planet rotating underneath you, the cloud patterns and/or continents would be shifting.  Again, because of the scale, the player's movements in-game would not affect this rotation.  (150 m/sec plus or minus won't make a difference if orbital velocity is 10,000 m/sec)

The only things missing from the current engine to implement this are the odd shaped backgrounds (convex vs concave surface) and the animation.  Probably not too tough to do...

BTW this would not be a realistic orbital simulation, as odd things happen... you have to "slow down to speed up" in orbital mechanics... but it's a game...

2. Atmospheric flight more like a flight simulator package.  Big engine changes, such as allowing for the physics of atmospheric flight (lift, gravity, etc).  Adding features like weather, nightime flight, etc. makes it even more complicated.  Maybe we should wait for Microsoft to open-source their Flight Simulator :lol:

3. Landing/Ground warfare  get real. :D  Once again. a totally different type of engine.  Has nothing in common (controls, HUD, etc.) with FS2, except the storyline.  Hell, why not throw in submarine warfare while we're at it (after all, we know what those Vasudans wuv...)

----

I might be misinterpreting what people are requesting (or fantasizing about :D)  It would be neat to tie it all together -- space, air, and surface -- but really, we're talking about three different engines... If that's what we want, we need to get two more engines, the FS2 is pretty much a space simulator exclusively...
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Offline ShadowWolf_IH

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So far in my search for equipment to do what we would like, i have come up with the source code for only one battlemech related game.  Mechwarrior 4.  I can get you the source code.  Tell me how interested the source code project team would be in doing something like this, and i will do it.  I am also searching for a flight sim source code.  If anyone can help me with this it would be much apreciated.
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Offline Hippo

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it'd be kinda wierd, but for gravity, you could have the planet "follow" the player... it would mess up leaving the atmosphere cause it would follow unill a sexp told it to stop, but you might end up moving the planet several klicks from the start point...
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Offline vyper

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I just realised something that everyone's forgotten - even me - during this discussion. The battlefield limits would have to be huuugeeeely expanded. Don't forget to do so.

Just thot I'd point this out
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Offline karajorma

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You`d probably only have to do that if some fool decided he wanted to fly round the planet and have a look at it from the other side.
 I was having a little test with FRED just now it will quite happily let you place two objects 28,000km. That's more than twice Earth's diameter even including for atmosphere. FRED did have fit on me when I tried increasing that distance by a factor of ten though.
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Offline Flipside

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Yep, I think theres a source code patch around that does that :)
Aqueous, can I just say, if you are diving into 3 source codes all at once, remember to take a piece of string ;)

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Offline penguin

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Quote
Originally posted by vyper
I just realised something that everyone's forgotten - even me - during this discussion. The battlefield limits would have to be huuugeeeely expanded. Don't forget to do so.

Just thot I'd point this out
Not necessarily...  In the "case 1" of my earlier post (the low orbit thing), the planet would just be a background.  Your movement wouldn't affect it, just as now you can't fly into one of the nebulae or planets in the background.

Although this is a little unrealistic, it's unlikely that you'll fly 50,000m in one mission anyhow.  But I'm sure people will ***** about this anyhow... :p


The other options (atmosphere and surface) wouldn't be using the FS2 engine, so it doesn't affect them either.
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Offline ShadowWolf_IH

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I was asking if the source code development team would be interested in taking this on.  If so, I will get the code to mech4, and start searching for a flight sim code.
You can't take the sky from me.  Can't take that from me.

Casualties of War

 
I'll do it! I'll get on my knees and beg them to make room in the code for ,er, future expandability of our crazy notion that we can have it all.:devilidea

I have no modling or coding skill whatsoever but I know it is possible... Lets try to focus on keeping certain stages seperate and break it down into little chunks.  The normal space battles with planetary backgrounds is established. Upper atmosphere combat needs to be a little clearer but that mod WORKS!!! Now just for the ground. Nix the gravity for now until we can get a mod working. Background and stability are more important than realistic physics at first!!!

BTW the battle pods are from battletech (most of the mecha came from the same artist he sold the rights to both harmony gold and fasa.) and including the maurader and the quadrano armor we already have 3 (yes count them) 3 Robots in the game!!!

I found a site called Spacebattles.com you can DL different movies that represent what I try to do with my FS2 I threw all the mods together to have all out WAR!!! But in my version it's all the good guys Vs. the bad guys...


I got virused but managed to save the 935MB voice file for Robotech in case I ever hear from the team again..

I got a NEW computer! 1.8 MZ P4/512DDR Ram it seems ok but al least it wont freeze up on me anymore like my PII400 did on the Aliens Vs. Predator2 Demo...!

I wonder if there is a way to convert the existing MW3 or 4 models into POF.'s??

Till I hear otherwise I am DL music, images, and misc things that might help in the future for our "UBERMOD" lol... L8tr!

:cool:
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Offline ShadowWolf_IH

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mech3 is hard coded, and mech 4 is unwieldy as hell.  The guys at Mektek even decided not to add mechs to 3.  But while talking with VAM, the founder of mektek, they are the guys who make all those wonderful gadgets for making skins, maps etc, i explained to him what was happening here, and he told me that the best thing to do would be to use the Quake or Tribes 2 engine.  Neither is very difficult, and both offer descent support for something like this.  both have been released.  i mean the source code to both games.  Like i said, all i want to know from the source code guys is, if we get the materials, can this happen?

And Star Dragon, i saw the Rifleman and the Marauder, what are my chances of seeing a Battlemaster or a Warhammer?
;7
« Last Edit: July 28, 2002, 07:34:28 pm by 820 »
You can't take the sky from me.  Can't take that from me.

Casualties of War

  
That's up to the RT mod team... The Battlemaster is the Robotech Master's Bioroid... As for the warhammer, it is the Civil defense unit Excalibur...

Just FYI the Warhammer was my favorite inner sphere mech for MANY years... Until the Clan turned it into a soda can... :sigh:
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon