Author Topic: SHINY - MediaVP 3.6.8 Delta  (Read 110827 times)

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Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
If you're using adveffeects, move it. If not, you'll have to extract mv_effects and take out shockwave01.eff; or if somebody has the link to the lowest-quality version, you could try that one. IIRC the one in effeccts is medium quality.
-C

 

Offline FireCrack

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Re: SHINY - MediaVP 3.6.8 Beta
Yeah, the techroom models have some kind of issue with them. Eventually I think I'm just going to make that a rotating version of the model, with the distance based on radius, however the tech models themselves are not centered and so wouldn't rotate properly.

I'l fix that, no prob.

But in the meantime,

While the "ighting on missiles" option works well ingame, there is no effect in the techroom, where it's realy noticable, can that be changed?
actualy, mabye not.
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Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
If I can get missiles rotating properly, I should be able to switch specular lighting back on. Right now it's off, because trying to position the light right - when I can't even position the missile right - would be  :ick:
-C

 

Offline StratComm

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Re: SHINY - MediaVP 3.6.8 Beta
If we had a full set of loadout models for the missiiles, getting the models rotating should be fairly trivial.  The difference is that right now the code is assuming the missile is fully in front of the origin (which the current "standard" missiles have) instead of being centered on the origin.  I'm not 100% sure why the missile rendering code here isn't ripped out of the techroom code, since that's really what it should be mimicing.  Of course, then we start requiring special art for the 3d loadout option even with the retail campaign, which isn't optimal.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
:rolleyes:

It is ripped out of the techroom code. However, it looked rather crappy for the missile to be spinning around since I had to use the same sort of code to make a guess about where the missile was. Even then, the missile was spinning around like a bat. (IE like the Colossus in the techroom, except worse)
-C

 

Offline StratComm

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Re: SHINY - MediaVP 3.6.8 Beta
Right, so if we had missile models centered on the origin like they should be for the loadout, then they would look fine with code that no one has to think about.  That's all I was saying.

Code: [Select]
if (bounding_box_min_z < 0)
{
  use techroom code;
}
else
{
  disable spin;
  use current code;
}
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

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Re: SHINY - MediaVP 3.6.8 Beta
I suggested useing the "techroom center" option in MODview and having it key off that.
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Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
Right, so if we had missile models centered on the origin like they should be for the loadout, then they would look fine with code that no one has to think about.  That's all I was saying.

(code)

oic :nod:

I suggested useing the "techroom center" option in MODview and having it key off that.

Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.
-C

 

Offline StratComm

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Re: SHINY - MediaVP 3.6.8 Beta
Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.

This is what gets me confused, because models in the techroom already rotate about their techroom center, not the center of the model.  So if the loadout code is in fact ripped from the techroom, shouldn't that functionality already be there in some form?

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

 
Re: SHINY - MediaVP 3.6.8 Beta
May I ask what is with Special Explosion now?

 

Offline ARSPR

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Re: SHINY - MediaVP 3.6.8 Beta
Sorry, but are anyone sufferning Mantis 0000691 bug?

I mean this two issues:

+ "8. Cover me" command does not work and it appears as an unselectable option in the command list.

+ Support ship does not appear in command ship list, (the list that apperars with "c" > 1), so I can't order it anything.

I have got these bugs with latest 3.6.8. vp's and builds, but it works fine with 3.6.7. vp's (patched) and 2005-12-08 build. As I know nothing about FS2 insides and coding, I don't know if its a vp-bug or a build-bug.
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Offline S-99

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Re: SHINY - MediaVP 3.6.8 Beta
I don't know, i don't get that command menu bug at all, i just use the latest possible CVS build with the 3.6.8's.
However with the 3.6.8's, right where my 3dradar is over the Orion, that's an impact decal, at first i thought the really beautiful orion had a wierd model and textures in the 3.6.8's, but it turns out it was those new impact decals.

Man, right now they are so wierd.
Then during the mission before i knew it was impact decals, looking at the sobek alarmed me further when it looked it all funky, until i shot it myself, and i was like oh, the impact decals are funky.
So far the impact decals from one shot of lasers reveals a huge section of gray with patterned actual laser hits along the hull of the sobek.
And i don't know what to make of the orion decal here.
Thought you guys might like a screenshot.
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Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.

This is what gets me confused, because models in the techroom already rotate about their techroom center, not the center of the model.  So if the loadout code is in fact ripped from the techroom, shouldn't that functionality already be there in some form?

If it's the autocentering stuff, then it's already using that. If moving around that point for the models in the weapons loadout doesn't change anything, then it's likely that it's not doing anything.
-C

 

Offline Fenrir

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Re: SHINY - MediaVP 3.6.8 Beta
One thing I've wondered for a bit: If people offer different versions of a high poly model like VA usually does with his high and medium detailed ones, which do you usually stick into the VP's?

 

Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
I've been going with the high-res ones, I don't think anyone has had a problem with one of them.
-C

 

Offline CP5670

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Re: SHINY - MediaVP 3.6.8 Beta
A bit off topic, but is there any way to override the tbm files in these vps? I want to able to use these vps with an older build that doesn't support the new tbm format.

 

Offline StratComm

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Re: SHINY - MediaVP 3.6.8 Beta
Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.

This is what gets me confused, because models in the techroom already rotate about their techroom center, not the center of the model.  So if the loadout code is in fact ripped from the techroom, shouldn't that functionality already be there in some form?

If it's the autocentering stuff, then it's already using that. If moving around that point for the models in the weapons loadout doesn't change anything, then it's likely that it's not doing anything.

It does alter the positioning, but it only makes things worse because of the current code.  Were the position-fixing code removed except under specific conditions (specifically bounding_box_min_z >= 0 and techroom_center_z = 0, as it is for standard :v: models) then I think it would just work with only minor tweaks to the missile POFs.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WMCoolmon

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Re: SHINY - MediaVP 3.6.8 Beta
Hmm, possibly.

A bit off topic, but is there any way to override the tbm files in these vps? I want to able to use these vps with an older build that doesn't support the new tbm format.

The easiest way is to just make a blank file with the same name as the .tbm and put that in the Media_VPs/data/tables folder. Or a mod directory higher up the precedence ladder. Never really tried it, but that should do the trick.
-C

 

Offline CP5670

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Re: SHINY - MediaVP 3.6.8 Beta
That's simple enough. I'll give it a try.

 

Offline Wanderer

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Re: SHINY - MediaVP 3.6.8 Beta
Just out of the interest..

f_shockwave.dds can be found from both mv_effects.vp and mv_adveffects.vp, does have any use in there? There was no f_shockwave.pof in those .vp files.
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