Author Topic: How do I make engine glow?  (Read 3675 times)

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How do I make engine glow?
I'm trying to get my models ready so I can give them out.   But one of the problems I've run across is the engine glows no longer appear.  The engines PCS report as:
Thruster Properties: $engine_subsystem=$engine01
Radius: 2
Location(3,-.7,-11.5) 
Normals (0,0,0)

the table entry is:
#Ship classes

; Raptor
$Name:                          Raptor
$Short name:         Raptor
$Species:                       Terran
+Type:                          XSTR("Heavy Assault", -1)
+Maneuverability:      XSTR("Low", -1)
+Armor:                         XSTR("Heavy", -1)
+Manufacturer:         XSTR("McDonald Douglas", -1)
+Description:         XSTR(" ", -1)
$end_multi_text
+Tech Description:      XSTR("", -1)
$end_multi_text

+Length:                35 m
+Gun Mounts:            8
+Missile Banks:         3

$POF file:                      raptor.pof
$Detail distance:      (0, 90, 180, 500)

$Show damage:         YES
$Density:                       1
$Damp:                          0.25
$Rotdamp:                       0.4
$Max Velocity:         0.0, 0.0, 85.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time:         4.0, 4.4, 4.0

$Rear Velocity:         0.0
$Forward accel:         3.6
$Forward decel:         1.3

$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
$Shockwave Speed:      0.0
$Allowed PBanks:      ( "Meson cannon" "Nova Cannon" ) ("Plasma Cannon") ("Tachyon Cannon")
$Allowed Dogfight PBanks:   ( "Meson Cannon" "Nova Cannon" ) ("Plasma Cannon") ("Tachyon Cannon")
$Default PBanks:      ( "Nova Cannon" "Plasma Cannon" "Tachyon Cannon")
$Allowed SBanks:      ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) (

"Rockeye"  "Tempest" "Harpoon" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) ("Stiletto II" )
$Allowed Dogfight SBanks:   ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) (

"Rockeye"  "Tempest" "Harpoon" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) ("Stiletto II" )
$Default SBanks:      ( "Trebuchet" "Hornet" "Stiletto II"  )
$SBank Capacity:      ( 25, 50, 75 )

$Shields:         620
$Shield Color:         100 100 255
$Power Output:         6

$Max Oclk Speed:      110.0
$Max Weapon Eng:      250.0

$Hitpoints:                     500

$Flags:                         ( "player_ship" "default_player_ship" "fighter"  "in tech database" "show ship")
$AI Class:                      Captain
$Afterburner:               YES
   +Aburn Max Vel:            0.0, 0.0, 130.0
   +Aburn For accel:         0.75
   +Aburn Fuel:            350.0
   +Aburn Burn Rate:         75.0
   +Aburn Rec Rate:         20.0

$Countermeasures:            45

$Scan time:                     2000

$EngineSnd:         126                   ;; Engine sound of ship

$Closeup_pos:         0.0, 0.0, -30
$Closeup_zoom:         0.5

$Shield_icon:         shieldft-04
$Ship_icon:                     iconfighter2t-04
$Ship_anim:                     ssfighter2t-04
$Ship_overhead:         loadfighter2t-04

$Score:            24

$Trail:
   +Offset:            3.07, -.74, -11.598 ;2.7 4.3 -9.45
   +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:             -3.07, -.74, -11.598 ; -2.7 4.3 -9.45
   +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

#end
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Taristin

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Re: How do I make engine glow?
No Longer appear, or never appeared at all? This may be a silly question, but does the model have an engine chunk? Meaning, in modelview, does the thruster button provide the purple emitter symbol where the engines are coded to be?

I've noticed you have made models before, so I'm not 100% sure what your level is.

It could be the FSO bug that used to remove it...

EDIT:

;$Subsystem:                     sensors,                                10,0.0
;$Subsystem:                     communications, 10,0.0
;$Subsystem:                     weapons,                                10,0.0
;$Subsystem:                     navigation,                     10,0.0
;$Subsystem:                     engine,                         35,0.0

#end

Why the ;'s?
Freelance Modeler | Amateur Artist

 
Re: How do I make engine glow?
Hmm ModelView (Beta 5 build 28) reports Too many bounding boxes. Ugh, looks like they all have this problem... What is causing this?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Taristin

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Re: How do I make engine glow?
The modelview issue can be resolved with the newer, hacked, version that Vasudan Admiral made.

If HLP actually had links to it anywhere. However Karajorma has it in his FAQ... I'll dig for  link.

http://www.geocities.com/vasudanad/modv32b5.zip

Install this. It's better. And I ask again, why is there semicolons before the subsystem entries?
Freelance Modeler | Amateur Artist

 
Re: How do I make engine glow?
Thanks, unforunately I was already using that ModelView version  :(
I did a quick rebuild using PCS 1.3.42, still producing that error and engine glows still don't appear.  I wonder if I'm accidently using a bug that got fixed in latter versions.

I had the subsystems commented out for some reason, which I don't remember, probably cause I don't have the actual subsystems on the model.  I re-enabled them, but didn't solve the problem.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline StratComm

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Re: How do I make engine glow?
Try setting the engine glow normals to 0, 0, -1 instead of 0,0,0.  Don't know if that's the problem, but null normals can be a little unpredictable.
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Re: How do I make engine glow?
THANK YOU StratComm!!!  :) :) :) That was the problem.
Apparently 0,0,0 used to work or I just got lucky with them being that way in the old builds.
I really like how the glow disappears when it's hidden by structures

Now I've just got to figure out DDS.  That is the preferred image formats right?

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Trivial Psychic

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Re: How do I make engine glow?
The engines PCS report as:
Thruster Properties: $engine_subsystem=$engine01
...


...
;$Subsystem:                     sensors,                                10,0.0
;$Subsystem:                     communications, 10,0.0
;$Subsystem:                     weapons,                                10,0.0
;$Subsystem:                     navigation,                     10,0.0
;$Subsystem:                     engine,                         35,0.0

#end
Even when you've un-commented the subsystems, the fact remains that your engineglow is attatched to subsystem "engine01", but a quick check of your subsystems in the tables indicates that you have no "engine01" subsystem there.  Take a look at the model and make sure you've got the subsystem, the engine thuster, and the table subsystem entry, all with the same name.  You'll get error messages (particularly in debug mode) if these aren't the same.  Even if your on-model and in-table subsystem names match, but your thruster one doesn't, you may have instances of the ship being disabled, but still having an engine glow.
The Trivial Psychic Strikes Again!

 

Offline StratComm

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Re: How do I make engine glow?
I think all engine glows are disabled when the ship is disabled, regardless of the engine subsystem assignment in the FUEL chunk.  For compatibility with 95% of all models made before the engine-specific disabling code went in to effect.
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

 
Re: How do I make engine glow?
So is this correct then?

in POF engine:
$engine_subsystem=$engine01

in POF special:
name:$engine01
properties:$special=$subsystem

and in the table:
$Subsystem:                     engine01, 35, 0.0
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Re: How do I make engine glow?
The modelview issue can be resolved with the newer, hacked, version that Vasudan Admiral made.

If HLP actually had links to it anywhere. However Karajorma has it in his FAQ... I'll dig for link.

http://www.geocities.com/vasudanad/modv32b5.zip

Install this. It's better. And I ask again, why is there semicolons before the subsystem entries?
Actually, that's just the 05 version installer - not the big limits version. ;)
The links are in the modview wiki entry btw if you need them at a later date.

Installer: http://webzoom.freewebs.com/twisted-infinities-va/modv32b5.zip (same as that previously posted)

Upped limits EXE: http://webzoom.freewebs.com/twisted-infinities-va/modviw32_high_limits.zip
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Offline Trivial Psychic

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Re: How do I make engine glow?
So is this correct then?

in POF engine:
$engine_subsystem=$engine01

in POF special:
name:$engine01
properties:$special=$subsystem

and in the table:
$Subsystem:                     engine01, 35, 0.0
That would work, or since your ship appears to only have one engine, change all the entries to "$engines" or "$engine".
The Trivial Psychic Strikes Again!

 

Offline Taristin

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Re: How do I make engine glow?
Actually, that's just the 05 version installer - not the big limits version. ;)
The links are in the modview wiki entry btw if you need them at a later date.

Installer: http://webzoom.freewebs.com/twisted-infinities-va/modv32b5.zip (same as that previously posted)

Upped limits EXE: http://webzoom.freewebs.com/twisted-infinities-va/modviw32_high_limits.zip

haha. see? karajorma gave me that link from his FAQ.  In any case, the link I got from one of the wikis after googling for it led to a dead geocities link, IIRC.
Freelance Modeler | Amateur Artist

  
Re: How do I make engine glow?
Thanks Admiral. That one does the trick. 
I wish search was working so I wouldn't need to ask a million questions.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Taristin

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Re: How do I make engine glow?
Not to rip off BSG or anything, but So say we all. :/
Freelance Modeler | Amateur Artist

 

Offline Flipside

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Re: How do I make engine glow?
Now I've just got to figure out DDS.  That is the preferred image formats right?


It's the preferred format as far as space is concerned, but you can simply use TGA or the like and give the player the option of adding the command line which converts everything to DDS iirc. That way the player can define whether quality or performance in the most important.

Having said that, I use natural DDS files most of the time anyway ;)

 

Offline Taristin

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Re: How do I make engine glow?
I've not observed any quality issues with DDS. I suppose if you have steep gradients it may pose a problem, but I've not experienced any with normal model maps.
Freelance Modeler | Amateur Artist

 

Offline Turambar

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Re: How do I make engine glow?
visually, for engine glows, i'd say go with uncompressed
its only a few files, and they show up alot, and theyre very likely to contain gradients.  its a small sacrifice in memory, and it makes it look a lot better
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Offline Grug

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Re: How do I make engine glow?
If you save the DDS in the right format you don't lose any detail even with steep gradients. Plus because they show up so often, they are going to take up more space ingame. Every byte counts. ;)

Doom3 uses dds files for all its textures and D3 is hardly considered a low quality graphics game. :)

Personally I say dds all the way. Good Qual & Efficiency > lazy artists. :p

 

Offline karajorma

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Re: How do I make engine glow?
Actually, that's just the 05 version installer - not the big limits version. ;)
The links are in the modview wiki entry btw if you need them at a later date.

Installer: http://webzoom.freewebs.com/twisted-infinities-va/modv32b5.zip (same as that previously posted)

Upped limits EXE: http://webzoom.freewebs.com/twisted-infinities-va/modviw32_high_limits.zip

Hmmm. Appears I need to update my links.
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