Author Topic: Implementation of a hyperspace jump ?  (Read 3866 times)

0 Members and 1 Guest are viewing this topic.

Re: Implementation of a hyperspace jump ?
Image here:



There is a big problem with this, and no matter the polygons it will still be there, this, the problem is this (with the old model, not the new):



If only Triangles were used for the light fade effect, but it seems to be squares (Is there something I can do about this)

--------------------------------------------

The Limitation in coordinates is still there, as CVS 2006-01-09, it's the same for both Standard and Inferno Build:

It seems to be generated from the Ship Initial Point, to any Axis (X, Y, Z), the Commander warning is at 700,000 from initial point, even when you can see and rotate Earth at 25,000,000+ from your initial point, you can't get near it.......

This is another limit, so it could have a solution......
« Last Edit: January 15, 2006, 10:30:05 pm by Shadow0000 »