Author Topic: FS1 nebulas  (Read 2514 times)

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Offline Woolie Wool

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I copied nebula01.neb and several fs2 palette files to my FS2 effects directory, but the new nebulas don't show up in FRED or FS2, even though the option is there in FRED2. Is it possible for you to implement the use of FS1 nebulas in both FRED2_open and FS2_open?
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16:46   Woolie   !8ball does Quanto have malaria
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Offline Deepblue

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you put an entry in the stars table?

 

Offline Solatar

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That won't do any good. FS1 nebulas are VASTLY different from fs2 ones. They don't use .pcx files.

 

Offline TopAce

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I am not so expert(directly analphabeta) in source coding, just isn't that the matter that FS2's engine handles the word 'background' completely different way than FS1?
As I know, a FS2 nebula must be exactly 128x128 size pcx with 256 colors. 256 colors is fix if there is something about FreeSpace, but the size and the format don't match. If I know well, fs1 could handle bmps, only the FRED1's background editor doesn't allow the users to use a bitmap in his/her missions.
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Offline Solatar

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The DVD version of fs1 includes several planet .pcx's.

 

Offline Hippo

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FRED 1 has a Bitmap supporting Bckround editor, but it is inactive...
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Offline taylor

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I did the FS1 port for the icculus.org project so maybe I can give some insight here.  You're primary issue, if you haven't seen it yet, is that nebula_render() has a return in it so the nebula will never be drawn.  I'm not sure of the path/filenames for FS2_Open but it's something like starfield/nebula.cpp.

The other issue is that the game palettes are specific to the nebula color.  So if the game palette is wrong then you either won't get the nebula or it could show up all white.  All of the code for mission specific game palletes is still in freespace.cpp but is commented out.  I've never really used FRED2 so I don't know if specifying a palette is an option but it shouldn't be hard to add it.

I don't remeber off-hand if any other files required changes to use nebulas.  If you want just go check out the code from the icculus.org project, all FS1 specific changes are #ifdef'd MAKE_FS1.  Other nebula issues are of course the missions and the tables but that's easily dealt with.

 

Offline phreak

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why would you want to use the fs1 nebulas in the first place? they don't look as good.
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Offline JC Denton

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I'd use them as a pattern for the FS2 nebulas.  Y'know, give me an idea of where and how to arrange the background bitmaps.
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Offline Woolie Wool

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I think someone should make pcx nebula bimaps that look like FS1 nebulas.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline Woolie Wool

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Quote
Originally posted by PhReAk
why would you want to use the fs1 nebulas in the first place? they don't look as good.


I like them.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
look bad? the hell they do :D

look at homeworld's backgrounds, I have no clue how they did them, but they looked friggin' awesome :nod:

I especially liked the multiplayer map that took place just in range of a black hole, it was like a vortex and the clouds lit up at random, like lightning and stuff...brings back memories...

btw, is the code for FS1 nebs in FS2???

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