Author Topic: Energy Missile  (Read 4285 times)

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Offline EAD_Agamemnon

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I got the idea to try and rethink my TBL modding, to where all vessel's big weapons would be missiles. To make things look more interesting, I'm trying to make them...well....Imagine a missile whos appearance is an ENGINE GLOW or something that is perhaps even animated (Think a Photon Torpedo from Star Trek and how it looks and behaves while in flight).

I'd like to make these weapons targetable, and as a result, can be destroyed by weapons fire (vessel point defense or fighter primaries). Wouldn't be bad either if you could target fighters/bombters with these...while they still have the abiility to destroy them. Could use the flag "bomb" or "bomber" but the first one means the AI will use only vs big ships and the second one only vs bombers (I assume on this second one).

I'm not very technically inclined, but I'm a bound and determined to make this work.  Since this would require a POF, that is where I find my problem.

I have ANIVIEW, MODVIEW, TRUESPACE 3.2, ANIBUILD, ANIVIEW. I do not have PHOTOSHOP or the like, as I cannot afford such a thing. I found a trial version of something similar but was so confusing I had to just plain remove it.

Any pointers would be helpful. If I can make this work, perhaps I could use my time to maybe help with some little things in other mods.
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In Diffucult Ground; Press On
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In Death Ground; FIGHT!

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Offline Unknown Target

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The "Bomber" tag is for ships only :) But yes, I think you can do this...in fact, I think it's been done already (no reason not to try though). What I think you'd need to do is texture the missile with a transparant texture (just grab a rockeye and change it's texture name to a transparant texture), then just redirect your energy torpedo table entry to that model. That should do it (in theory).

But as of yet, there's no way to make it targetable other than using the "bomb" flag (which should be changed, IMO).

 

Offline StratComm

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I don't know how well this would work, but you can give it a try.  I'm going to assume that you have the MediaVPs installed, since they're going to be important for this.  You'll probably also want an image editor that can handle images properly; barring Photoshop, I recommend The GIMP as it's free and pretty powerful.  Next, you'll need to make a simple POF.  I lothe Truespace 3.2, and although it'll work you can also just do it with the tools you listed, plus PCS.  Now, using Modelview, open sparky_fs2.vp.  Select the missile/bomb that's got about the size characteristics you want your missile to have.  It's shape or appearance doesn't matter all that much, you're just looking for something that has a finite size.

And it looks like I've been pre-empted.  I'm going to try and see if you can add a glowpoint inside an invisible texture and have it render, since that's probably ideal.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

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I know the "bomb" flagged weapon for use against another fighter by an AI is out of the question for the moment.
First of all I need to figure out how to make a transparent texture, then to make an animated "sparkling glow"  to it. (BEAMGLOW06 from INFERNO has my attention.)
I think I have most of the necessary tools, but what I'm lacking is just some critical know-how.

For starters I need something better than GRAFX. That program looks like nothing more than a revamped PAINT from the old WINDOWS 3.1 or whatever system of 15 years ago. ANIBUILDER apparently has the ability to put together what I want, but I lack an imaging tool (the most important part it would seem)
« Last Edit: October 24, 2005, 11:17:10 pm by 2479 »
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline StratComm

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I may be able to cook something up real fast.  Hold on.
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It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

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"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline StratComm

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Ok, I'm guessing you want something resembling this.  The link is a model; use PCS to change the graphic of the glowpoint.  That right there should sort of work drag-and-drop if you've got mv_effects installed.



For anyone doing this in the future, missiles can be hit even if they use the invisible map; glowpoints will render through that map with the exception of a glowpoint fully contained within the model.  Anyone with modelview should be able to see how I got around that limitation.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

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Didnt notice your first post Strat...the MEDIA VPs are the the VPVIEW and all that right?
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline StratComm

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The media VPs are the extra graphics sets that are released along with SCP versions.  Check out the SCP forum for more details.  VP view you probably have; it's the Descent Network Toolkit program for opening VP files (Volition archives, what the main FS2 data is stored in). Regardless, you don't need either for this.  Just open PCS, go to the glow tab, and replace "red_glow" with the name of the image you want to use for the glow.  You can also adjust the size there by changing the "radius" property.  And whatever you do, DO NOT edit and save this model from Modelview.  It throws out the GLOW chunk, which is the key to making this work.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EAD_Agamemnon

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Hmm....I may not have all those then...I'll chekc though...

Okay...I have PCS....just not quite sure how to work it properly.

As for MV_Effects and that...I dont think mine is up to date, so 'I'll go update.

Am going to have to put this on the backburner for the the night...will wrestle with it again tomorrow.  Any questions I come up with I'll put here.
« Last Edit: October 25, 2005, 12:12:43 am by 2479 »
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline EAD_Agamemnon

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Okay now the missile glows....now (if practical) an ANI to make it (flicker like a photon torp)...

Thanks for this first bit of help....I got other questions but they can wait till tomorrow afternoon when I'm back
« Last Edit: October 25, 2005, 01:03:37 am by 2479 »
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline MetalDestroyer

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WOuaw, i will try it, i'll need just to find the proton torpedo from Omni's Star Trek mods :love:

 

Offline Wanderer

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I have the basic thruster using space bomb. Here. Check it (with modelview) if you like.

But i really think StratComms approach to this issue is better.
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Offline Getter Robo G

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Omni does not use them, his are glow points. Mine are ST torpedo images...




I am in the process of making mini or "Micro Torpedo" versions for the fighters.. Only the Micro photons and quatums are done. I got like 12 other races to go!




l8tr!

Oh and when the starships fire too close the photons WILL detonate each other on contact :D I had two Reliants face each other and have at it and half the volley reached the other ship, the other half detonated their counterparts...
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Offline Wanderer

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Btw the funny i noted about the 'thruster bombs' is that they choose their thrusters appearance according to the firing vessels $Species: entry. With single table entry you get as many bombs as you have species...
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Offline Cobra

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that's something i hate about the current FS2 thing, 1 thruster glow for 1 species.
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Offline FireCrack

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Damn, we need that "rayball" tag for weapons...
actualy, mabye not.
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Offline Wanderer

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Just came to my mind that you really should try the Vasudan 'thruster bomb' with corkscrew option. To give it a nice little spin. No radius, swarm amount to 1 but proper spin time. That might look quite good (i can not test at the moment).
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Offline StratComm

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Glowpoints and thruster graphics won't spin, even if their parent model does.  That wouldn't work the way you're expecting.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Taristin

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Quote
Originally posted by Cobra
that's something i hate about the current FS2 thing, 1 thruster glow for 1 species.


IIRC custom thrusters are definable via the tables... right?
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