Author Topic: yay or nay  (Read 23675 times)

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Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
So... wait a minute... damn now I forgot what I wanted to post... < /spam>
Freelance Modeler | Amateur Artist

  

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
nothing has been changed in the specular code
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline CP5670

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Wow, this looks fantastic. :yes: Will this be appearing as a standard feature in the next fs2_open release version?

 

Offline Flaser

  • 210
  • man/fish warsie
Excelent:drevil: - No.1 quality as usual, from the script machine/cyborg:cool:

They are a bit Freelancer'esque, but it's still better than the old thruster (I miss those blue flames:nervous: ).
IMHO a particle system would still be bettter (I think it IS possible to create non-bendy beams with that! After all real figher engines too work like that, it closer to Real-Life (tm), than anything else), but this stuff rocks; especially the vectoring part.

BTW, IIRC GE has taken up the task of shinemapping the existing things - were I smoking something too hard, or he indeed works on them?

BTW - no.2: Is there a decent shinemap collection availible?

I believe most of the troubleshooting and complaining is due to the lack of good (in other words: super, top-notch, :v: quality) shinemaps, that would take benefit of the system's true potential. One such map for example is the blue-shine map of the Arcadia, but that's only a basic start IMHO.

BTW - no.3: Is there any chance Bobbau, that you're developing a skin system?
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Bobboau

  • Just a MODern kinda guy
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GE was doing them, but he did them wrong (he did them in grey scale) so I'm not sure what the status is now

the thruster models shaould still be there, there just a bit over powered by the new glows.

this was inspired by a few FL screens, I saw them and thought, "I can do that, I can do that easely"

some particles could be added in for added effect

I have been planing a material system but nothing (other than some preleminary design) has been done, and probly won't untill after christmas

as of now, I am not planning on includeing in the next relese of FSO, as this is still in the development stage and I doubt I'll get it totaly pollished before our next relese, wich will probly be in the next week or two (I don't know anything you don't, just my assumption) shine mapping and 3D shockwaves will however be in the next relese
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
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new build up, it has new graphics due to some changes in the way things are handeled now
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
someone mentioned something about particle generated thruster effects, so I did it, zip has been updated, you will need to make changes in you're ships tbl
here is an example

note; this is for technical explanation of what you have to do and my testing of the code, the example that follows is extreemly ugly in game, this is becase it is only being provided to let you see how the  table is formatted, I repete it is ugly as sin. it is you're job to make a good looking one!!!

Code: [Select]

$Name:                          GTF Myrmidon
$Short name:                    TFight2t-05
$Species:                       Terran
+Type:                          XSTR("Advanced Space Superiority", 2987)
+Maneuverability:               XSTR("Average", 2988)
+Armor:                         XSTR("Average", 2989)
+Manufacturer:                  XSTR("RNI Systems", 2990)
+Description: XSTR(" ", 2991)
$end_multi_text
+Tech Description:
XSTR("removed for great justice.", 2992)
$end_multi_text
+Length: 16 m
+Gun Mounts: 6
+Missile Banks: 2
$POF file:                      fighter2t-05.pof
$Detail distance: (0, 180, 300, 1100)
$ND: 253 253 168
$Show damage: YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.35
$Max Velocity: 0.0, 0.0, 75.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time: 4.0, 3.7, 5
$Rear Velocity: 0.0
$Forward accel: 2.4
$Forward decel: 2.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO                       ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0                      ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )
$Allowed Dogfight PBanks: (  "Lamprey" "Prometheus D" "MorningStar D" "Circe" )
$Default PBanks: ( "Prometheus R" "Subach HL-7" )
$Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" )
$Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "Rockeye" "Tornado" "Tempest" )
$SBank Capacity: ( 20, 20, 40 )
$Shields:                       390
$Shield Color: 100 100 255
$Power Output: 2.4
$Max Oclk Speed: 95.0
$Max Weapon Eng: 150.0
$Hitpoints:                     290
$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class:                      Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 135.0
+Aburn For accel:    0.8
+Aburn Fuel: 320.0
+Aburn Burn Rate:    60.0
+Aburn Rec Rate:        25.0
$Countermeasures: 36
$Scan time: 2000
$EngineSnd: 126                   ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldft-05
$Ship_icon:        iconfighter2t-05
$Ship_anim:        ssfighter2t-05
$Ship_overhead: loadfighter2t-05
$Score: 10
[b]$Thruster Particles:
$Thruster Particle Bitmap: particleexp01
$Min Radius: 0.5
$Max Radius: 1.0
$Min created: 1
$Max created: 2
$Variance: 0.12
$Thruster Particles:
$Thruster Particle Bitmap: thrusterparticle
$Min Radius: 0.5
$Max Radius: 1.5
$Min created: 1
$Max created: 4
$Variance: 0.10
$Thruster Particles:
$Afterburner Particle Bitmap: ParticleSmoke02
$Min Radius: 0.75
$Max Radius: 1.75
$Min created: 2
$Max created: 6
$Variance: 0.20
[/b]
$Trail:
+Offset: 0 -4.29 -.75
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 8.11 -.81 -.47
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -8.11 -.81 -.47
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem:                     sensors,                        10,0.0
$Subsystem:                     communications, 10,0.0
$Subsystem:                     weapons,                        10,0.0
$Subsystem:                     navigation,                     10,0.0
$Subsystem:                     engine,                         35,0.0

[/SIZE]

the important part here is obviusly the
Code: [Select]
$Thruster Particles:
$Thruster Particle Bitmap: particleexp01
$Min Radius: 0.5
$Max Radius: 1.0
$Min created: 1
$Max created: 2
$Variance: 0.12
$Thruster Particles:
$Thruster Particle Bitmap: thrusterparticle
$Min Radius: 0.5
$Max Radius: 1.5
$Min created: 1
$Max created: 4
$Variance: 0.10
$Thruster Particles:
$Afterburner Particle Bitmap: ParticleSmoke02
$Min Radius: 0.75
$Max Radius: 1.75
$Min created: 2
$Max created: 6
$Variance: 0.20



you can have three (this can be raised if so desired) independent particle emiters on each thruster glow each with diferent values, radius is relitive to the thruster glow, so 1.0 will have particles of the same size as the glows, Variance is a scale of how close it stay on the negitive z value of the ship, 0 would be a strait line of particles, 1.0 (or 2, the documentation was a bit vauge) would have a fire ball going out in all directions

the life of the particle (and thus the length of the particle stream) is based on the length of the ani (it may or may not be affected by framerate of the ani, I have not tested)

you can have (at this time, this can be raised with one key stroke) three of each of the two (normal and afterburner, diferentiated by the bitmap line) '$Thruster Particles:' sections, the order in wich you enter them is not relevent but the formatting of each section is.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
well, 3 is far from being enough. to have a good looking thruster, you'll need at least two per thruster, so...
SCREW CANON!

 

Offline Flipside

  • əp!sd!l£
  • 212
It's certainly getting there, I turned up some of the settings and got something like a firework fizzing away at the back of rhe ship :D I suppose the only thing I would suggest if possible is the you can control the lifetime of the particles? Still, excellent work!

Flipside :)

 

Offline Target

  • 25
Great stuff as usual Bob, I have a problem with the latest exe however. For some reason it restarted my fs2 campaign, and if it crashes it corrupts my pilots. When trying to continue or restart the freespace2 campaign with the same pilot it crashes with an out of memory error.

 
Quote
Originally posted by Target
Great stuff as usual Bob, I have a problem with the latest exe however. For some reason it restarted my fs2 campaign, and if it crashes it corrupts my pilots. When trying to continue or restart the freespace2 campaign with the same pilot it crashes with an out of memory error.


when using a new FS_OPEN build, always make a new pilot.
just another newbie without any modding, FREDding or real programming experience

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Offline Target

  • 25
It corrupts my new ones as well.

 

Offline Flipside

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  • 212
Mine seems to be working ok....

Been fiddling with the settings a little :)





My only request is that it is active for both LOD 0 and 1.

Flipside :D
« Last Edit: September 06, 2003, 11:16:36 am by 394 »

 
Holy crap. I don't think I can say much more than that...

 

Offline Woolie Wool

  • 211
  • Fire main batteries
The particles would only be useful for a ship with damaged engines. Those Serapis fighters look like their engines are about to blow up.

I'm using the fs2_open_e build for my mod that I'm developing alongside T&T that takes place in my own sci-fi universe. It's perfect because of the long thruster tails. I made a green one for my Savaran Imperial Alliance faction.
« Last Edit: September 06, 2003, 12:00:53 pm by 1099 »
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 Flipside

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Well, this is still in Beta stage, the particles have been set to too large here, and they 'poke' through the POF, I'll try making them smaller and seeing if I can post some pics of what I mean :) Also, is there any way I can get them to take a bit longer to fade Bobb?

Flipside :D

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
make you're ani longer (try lowering the ani's frame rate)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Flipside

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LOL Well, winner of todays obvious question award is....

Me :)

Thanks

Flipside :D




The lower ship is the Tyr Class from the TI campaign :D
« Last Edit: September 06, 2003, 12:46:12 pm by 394 »

 

Offline Lightspeed

  • Light Years Ahead
  • 212
i think the particles would be ideal if we had something like

a = number of max particles
b = number of normal particles

number of displayed particles = b+((engine damage%)*(a-b))

like that, you could set ships with a very clean burn (nearly no particles) and ships with some really, really nasty thrusters :D
(and getting engine damaged would 0wn :)  )
Modern man is the missing link between ape and human being.

 

Offline Flipside

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  • 212
One thing I have noticed is that the partcles keep on going after the ship has warped out :)

Flipside :D