Author Topic: fighter beams  (Read 44835 times)

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Offline Bobboau

  • Just a MODern kinda guy
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  • 213
damned blinking code, it took me five minutes to rewrite it, and five hours to figure I forgot the damn "if (bank->is_on)" before the rendering code

**beats head for being such a moron**

anyway

1) no problem

2) sound like a good idea
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DEUTERONOMY 22:11
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Offline DTP

  • ImPortant Coder
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    • http://www.c4-group.dk
regarding blinking lights, are there any chance that we can put some values into the Glow sections, such as

Delay; how long before this light triggers

delay because, that would make an easy way to make running lights. They would however run all the time.

i dont know about all of you, but i think its plain stupid to have lights going on and off, in the middle of a battle.

In a nebula, that would double. ("like here i am, shoot me")

so maybe a new SEXP is needed here like

when (missiontime)
do (AI_DONT_BLINK)
data ("SHIP")
data ("SHIP2)
data ("wing")
data("wing2").

and a vice verca SEXP like AI_BLINK_AGAIN.

but neither should be bound to AI orders since you cant order player ships anything.

and and and, sorry :)

well, but could you make sure those lights dont blink or give light when the ship is playing dead, like the addition i made, and will upload soon to CVS like rotating sections not to rotate when playing dead.

btw made the knossos device accept play_dead order so you can have the effect of turning it off and on.

the playing death thing should be easy to implement.
« Last Edit: July 16, 2002, 01:50:58 am by 508 »
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Offline Bobboau

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that is how it is being done, basicly,
the test models I made wern't very good implementations (well the Ulysses was fairly good) the glows shouldn't be nearly as big as they were
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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OK uploading a new vertion, the glows blink one second on 1/2 seconds off, default testing values, these will be things loaded from the POF soon,
big reason for the upload I have implemented the busted up ship flicker code, when a ship is damaged and the electrical arcs are spurting the glows flicker, very cool looking, sort of hard to see though with how much blinking is going on though
Bobboau, bringing you products that work... in theory
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creator of the ProXimus Procedural Texture and Effect Generator
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DEUTERONOMY 22:11
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Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
that sounds really great :)
mmh, can't really go through all the thread for now, so what are the drawbacks ( I mean what still won't work, or will something crash )?
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Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
any chance for sequenced blinking lights? so that we can make the orion runway light up they way they have it in the cutscenes?

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
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do the lights actually cast light into the scene?

ie if your righter goes past a green light on a carrier it casts a green glow on you
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Offline Bobboau

  • Just a MODern kinda guy
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I havn't made the dynamic lighting yet, but I guess we should get the POF specs redy for it

int pos
int rad
vect rgb
int intensity

for each bank
I'll have to make some sort of light culling code, cause this will be a monster procesor hit with that many lights
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline ZylonBane

  • The Infamous
  • 29
I hope the lights aren't dynamic. Having, say, every single light in a runway strip calculated as a dynamic light source would murder the frame rate. Plus there would be the complication of making sure a light didn't cast onto the ship it was attached to. FS2's lighting model just isn't good enough for this to look right. Anyway, running lights in real life aren't supposed to illuminate anything besides themselves. They're really not that bright.

Regarding the issues with turning the lights on and off, how hard would it be to add an untargetable "Lights" subsystem?
« Last Edit: July 16, 2002, 10:41:07 am by 264 »
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Offline Kazan

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forget the dynamic lights, zylon is right, too much of a hit

[and yes they would hit the ship casting them[
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Offline Bobboau

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well I would only think a handfull of them would be, anyway I don't realy want this myself
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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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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  • 213
ok seeing as we have that other thread to discus glow points, can we discus fighter beams again
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!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

  • Just a MODern kinda guy
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OK boys and girls I am now going to try and get beam sheild hit code working

I must like pain :nod:
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!
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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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hey I got it too work, cool
I have to do a bit more work and I'll post an update, bunch of debugging code I have to coment out and have to figure why it isn't rendering sheild hits
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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just updated it, sheild hit code... sort of works

some times it flairs up some times it doesn't
it always hit's the sheild and drains the right quadrint
I stoped the beam wack for beam-sheild colisions, becase I wanted too
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!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline r0nin

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Hmmmm.  Is there anywhere that you can upload your changed code files?  I'm assuming that we are talking about several files and a lot of code that had to be modified, so it might be easier to just download your actual cpp files from somewhere and look at them than to ask you to post the code you added/changed.

Either way, I'm really curious how you finally worked the beams out and how you got the beams to strike shields in the right place.
"Have code, will travail..."
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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Cool!

By the way, Bobbaou, have you gotten the fighter beams to drain weapons energy yet?
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Offline Bobboau

  • Just a MODern kinda guy
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I've had them draining energy for quite some time now, and in this version I think the energy draining is the best it drains energy per second, as oposed to energy per frame as my earlier code did
the only major thing I'd like to change in the code is how it handles sound effects
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!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Sesquipedalian

  • Atankharz'ythi
  • 211
Oh good.  I must have missed that bit of news somewhere along the way.  :)
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