Author Topic: glow points  (Read 18164 times)

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Offline Kitsune

  • 27
Actually as a test I started with a cargo container cargo01.pof.
After a little work I figured stuff out enough to get it to work.

But the ships were another issue.

So what makes the ship's engines show up if I delete the stuff out of the ship info?
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

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Offline Bobboau

  • Just a MODern kinda guy
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well, after you erase the old thrusters and make the glow points and then hex it into the GLOW chunk then you copy the old FUEL chunk from the original POF.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kitsune

  • 27
*Beats his head against the wall to let the light of knowlegde  shine in and finally gets it...*

I mis-read that earlier then, I thought the extra stuff with the // marks between them was for RESTORING the old file back to normal.

Alright, I get it now.

And as for the POF modeling no, I still can't get the lights to glue properly for the systems and junk. :(

So with other stuff having precedence I gave up on that.

For glowpoint placement I was using copies of the ships I had in 3DS and figuring their xyz's.
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx

 

Offline Bobboau

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no, I meant POF editing, like gun points and subsystems and thrusters and stuff, modelview has part of a pof editor in it, that's how I got the position for my points
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!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline LAW ENFORCER

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I though you said you were an 'idiot' nd didn't know almost anything?????? what changed? :D
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Offline Bobboau

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I am an idiot and basicly don't know anything, I just copyed the parts of code that dealt with thrusters, and added a bit of code that loads a specified texture and use that to render instead of the normal glow texture. I'm gona have a hell of a time getting all the new things people want with this,
BTW what is you're wishlist regarding this, I mean everyone
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!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kitsune

  • 27
Wishlist?

Blinking lights.
Definitely Blinking Lights.
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
well I'd like to get a full list before I change the format, but I'll get most of the code done for this
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!
PCS 2.0.3


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 I got it to blink on and off by bank, but I can't implement it untill I get a POF editor, that would suport it
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!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kitsune

  • 27
Well, I downloaded modelview so I could get accurate measurements for ship sizes instead of the possibly faulty models I have that were converted over.

And I noticed some things were way off between them.

So I went through, taking down the size numbers untill I noticed something else.  The program loads the models where you view them at an angle.  I noticed this and didn't mind untill I discovered the numbers were way off on the Deimos.  If it's 714 meters long, then it sure as hell can't be 550 wide or tall!

Has anyone else seen this?
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx

 

Offline Inquisitor

Who wants to integrate this into our master CVS?
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Offline WMCoolmon

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  • 213
I can do it...:nod:
-C

 

Offline LtNarol

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great job on this Bobboau...although i do have a couple of things on my wishlist:

[wishlist]

sexp/event triggered glowpoints both blinking and non.  This would be useful for dock points so that blinking lights are triggered whenever a ship is lining up for docking (this would best be done through a sexp such as illuminate-dockpoint).

be really convenient if the color of the glow can be selected in a model editor instead of refering to a specific glow effect, although it would be even better to keep both options available.  Kinda like the hud setup in the first option.

[/wishlist]

  

Offline Inquisitor

WM: email me with a username and password for CVS as well as an email address for the dev list.
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Offline DTP

  • ImPortant Coder
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Quote
Originally posted by LtNarol
great job on this Bobboau...although i do have a couple of things on my wishlist:

[wishlist]

sexp/event triggered glowpoints both blinking and non.  This would be useful for dock points so that blinking lights are triggered whenever a ship is lining up for docking (this would best be done through a sexp such as illuminate-dockpoint).

be really convenient if the color of the glow can be selected in a model editor instead of refering to a specific glow effect, although it would be even better to keep both options available.  Kinda like the hud setup in the first option.

[/wishlist]


Well, actually I speculated a bit about lights, before bobboau began this thread. But the way I would have done them if able, where to add them as sub objects / subsystems of the ship. But again I’m not sure if this could even work with the current POF format. because I presume PCS will write any properties maybe even specials into a poffile or else my idea would not work.

The properties would be

Life = X; how long this thing glows 0 or better -1 for a constant light

Delay = X; how long this thing does not glow to start with (so you can have running lights or any other combination)

Off = x; how long this thing is off while not giving light.

And RGB (red, green and blue); defined in the subsystem section in the table file so you could set what kind of color to light should have.

That way you could let the artist have complete control over the light "show".

And finally not have the needed sub-object rendered just like when thrusters are disabled. Or the artist could make the object very small.

Regarding the dock lights. That would require some special light sub objects/systems that would only trigger on dock so it should be named something special like dockglow[01], so the engine knows where to start and where to end. Again this would require the model to have suspended lights.

But this is all way off my schedule (and for now, capability) and just a thought. But something I will look at eventually. But for know I let it rest as I let bobboau do the work so I might not have to do that.

It is after all, his project (first come, first served) :).

Nice work. You are doing great!.

So if you are an idiot, I must be ….. :D
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Offline Inquisitor

This change has been added (I believe) to our main codebase courtesy of WMCoolmon.

So, DTP, if you want to play with it, you need to repsond to my email about a CVS password :) You sent a username, but no password :)
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Offline DTP

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Quote
Originally posted by Inquisitor
This change has been added (I believe) to our main codebase courtesy of WMCoolmon.

So, DTP, if you want to play with it, you need to repsond to my email about a CVS password :) You sent a username, but no password :)


u got mail. my ISP mail server is up again. just had a lightning storm
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Quote
Originally posted by Inquisitor
This change has been added (I believe) to our main codebase courtesy of WMCoolmon.

Yep, have fun :D
-C

 

Offline EdrickV

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Um, why is ID_GLOW defined only in the BIG_ENDIAN section of modelsinc.h? :) And is it supposed to be GLOW backwards on a little endian system too?
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Offline penguin

  • Eudyptes codus
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Quote
Originally posted by EdrickV
Um, why is ID_GLOW defined only in the BIG_ENDIAN section of modelsinc.h? :) And is it supposed to be GLOW backwards on a little endian system too?
I'll fix that.

edit  Done (love the 5 minute fixes).  All who checked this out can do an update (you can just update the one file -- code/Model/modelsinc.h -- and it will be faster)  I love CVS :) :) :)

edit again: if you're using command-line CVS: "cvs update code/Model/modelsinc.h", if you're using WinCVS or similar... I dunno, I guess click on that file and hit update or something)  The makefile doesn't have proper header file dependencies (yet) so to be safe, delete "Debug\model*.obj" or "Release\model*.obj" and remake.  (To be really safe, you should "nmake /f fs2_open.w32.make /CFG=whatever clean" but then you need to rebuild all -- which is time-consuming)

Also: I changed it to use hex constants (like the others) as using multi-character constants is not ANSI C++ (it makes gcc *****y).
« Last Edit: July 12, 2002, 06:57:11 am by 334 »
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