Author Topic: Jump node models  (Read 2627 times)

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Offline Solatar

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I have extracted the fs1 jump node model from the .vp into my fs2 data/models folder. But it seems to not work. They both have the same name and everything, but Fred2 crashes in a mission with the new jump node model, so does fs2. Any ideas? Or am I just going to have to accept the fs2 model (I have the fs1 mainhall, weapons, ships and almost all of the interface, so that is why I want it. I'm doing the T-V War).

 

Offline LtNarol

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    • http://www.3dap.com/hlp/hosted/the158th
different pof format, open it up in modelview, go to model editor, and save it as an FS2 pof file

 

Offline Galemp

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Grab the FS1FX pack from the Port extras page. It has the original node model, shockwave, and some sound effecs.
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Offline Solatar

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I already have all of the effects in that pack, and some. I've even got the GTD Galatea Mainhall to work perfectly, but I'm not doing anything in hi-res, to keep with fs1 (Actually, I'm just to dang lazy). And thanks, I totally forgot about the different .pof formats.

EDIT: The only thing I'm not downgrading to fs1 (Maybe soe other things, but this will never change) are the backgrounds, and nebulas.
« Last Edit: September 14, 2002, 04:09:07 pm by 691 »

 

Offline Killfrenzy

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Why not make your own jump nodes?

How would you texture that anyway?
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Offline Nico

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Quote
Originally posted by Killfrenzy
Why not make your own jump nodes?

How would you texture that anyway?


you don't map it, the visible edges of the mesh will appear as the green wireframe ingame.
SCREW CANON!

 

Offline Galemp

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Quote
Originally posted by Hades
...but I'm not doing anything in hi-res, to keep with fs1 (Actually, I'm just to dang lazy).  


That's the NUMBER ONE REASON to do FS1 campaigns in FS2. :mad2:
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Offline CP5670

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I once tried replacing the jump node model with the Sathanas one; it looked pretty weird. :D

 

Offline Petrarch of the VBB

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I personlly think the Ganymede would make a good jump node, but would the wireframe use the ganymede's textures, like in FS2View?

 

Offline Killfrenzy

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You might be able to get away with removing the textures in MV32.....but I dunno.....I'll go and have a play! :D
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Offline Sandwich

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There's also the flattened funnel-shape POF used for mapping the subspace.ani onto when ships enter/exit subspace - that might be cool as a node model.
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Offline CP5670

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Works fine with the textures on; the game just ignores them.

 

Offline Killfrenzy

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Nah - Ganymede wouldn't work as a jump node really unless you took out the hoses....
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Offline Solatar

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I think the knossos would be a cool jump node. Since the game will only show the wireframe, it would be pretty neat.

 
We really don't need jumpnodes right? Just use Gany's and sexp's about warp broke until <2000meters of a gany right? or any other object we want as a jumpgate? Am I wrong?
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Offline Thor

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Why don't we just use the FS2 node.  its there, it works and isn't that much different from the old one.  It really doesn't matter that much
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Offline Solatar

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I got the fs1 node to work a long time ago. Its not that big a file.

 

Offline Petrarch of the VBB

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That's as maybe, the FS2 node is better.

 

Offline Solatar

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Yes, it is, but not for a realistic fs1/TVWar conversion. For my MOD, lots of stuff is being taken out, laser glows for one, and a new shockwave has been added.

 
IMHO the fs1 jump node looks better... I was pissed off when the fs2 node was different...
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