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Posted by BabProj Team on 06-03-2002 04:29 PM:

The problem is not in having beams fire at an inivisible object, but making those beams STOP at the invisible object. As it works right now, you can have a ship shoot at itself, however...the beams will just go right through.

Something will be figured out for sure.

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Posted by JC Denton on 06-03-2002 04:40 PM:

One graphical inconsistency you'll have with the feeder beams is that they technically aren't a "beam" such as a continuous stream of energy. They're a focused spray of particles depicted in the 3D program as moving sprites. Also note that the feeders arc down to the focal point, not a direct line from the wingtips.

I suppose you could make do with a "rainer" beam someone made a good while back, but then a texture pan on the beam would be in order. Either way, any "true" recreation will involve some tweaking of the source.

IMHO, I think adding texture pan on the beams and using a "rainer" texture would be the simplest solution. Once someone figures out adding glowsprites, we can fiddle with making the thing more realistic.

__________________
"Who is more foolish, the child afraid of the dark, or the man afraid of the light?"
- Maurice Freehill

"There is a certain art, or rather, a knack to flying.
The knack lies in learning to throw yourself at the ground and miss."
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"Next time you wonder why I am always tediously close to falling off into the pit of insanity, now you know what assaults me each time I turn the computer on."
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Posted by JC Denton on 06-03-2002 04:40 PM:

One graphical inconsistency you'll have with the feeder beams is that they technically aren't a "beam" such as a continuous stream of energy. They're a focused spray of particles depicted in the 3D program as moving sprites. Also note that the feeders arc down to the focal point, not a direct line from the wingtips.

I suppose you could make do with a "rainer" beam someone made a good while back, but then a texture pan on the beam would be in order. Either way, any "true" recreation will involve some tweaking of the source.

IMHO, I think adding texture pan on the beams and using a "rainer" texture would be the simplest solution. Once someone figures out adding glowsprites, we can fiddle with making the thing more realistic.

__________________
"Who is more foolish, the child afraid of the dark, or the man afraid of the light?"
- Maurice Freehill

"There is a certain art, or rather, a knack to flying.
The knack lies in learning to throw yourself at the ground and miss."
-The Hitchhiker's Guide To The Galaxy

"Next time you wonder why I am always tediously close to falling off into the pit of insanity, now you know what assaults me each time I turn the computer on."
-IceFire

[url=http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9]Node War's Federated Vasudan Commonwealth[/url]


Posted by FSF Ashrak on 06-03-2002 05:46 PM:

what does imho mean???

if your gonna start messing arround with the source alllready then take your time and make a possibilyti of having feeder beams true not some little changes that take same time but make huge changes since you allready started to mess with the code...

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Posted by Ashark on 06-03-2002 05:46 PM:

what does imho mean???

if your gonna start messing arround with the source alllready then take your time and make a possibilyti of having feeder beams true not some little changes that take same time but make huge changes since you allready started to mess with the code...

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Posted by Mr. Fury on 06-03-2002 06:26 PM:

IMHO = In My Humble Opinion
IMO = In My Opinion

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Posted by Mr. Fury on 06-03-2002 06:26 PM:

IMHO = In My Humble Opinion
IMO = In My Opinion

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Posted by aldo_14 on 06-03-2002 07:04 PM:

quote:
Originally posted by Mr. Fury
IMHO = In My Humble Opinion
IMO = In My Opinion



Um, not to be picky, but doesn't IMHO mean In My Honest Opinion. just a though

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Posted by aldo_14 on 06-03-2002 07:04 PM:

quote:
Originally posted by Mr. Fury
IMHO = In My Humble Opinion
IMO = In My Opinion



Um, not to be picky, but doesn't IMHO mean In My Honest Opinion. just a though

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Posted by Alphakiller on 06-03-2002 07:14 PM:

I've always heard it as humble...

acronymfinder.com

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Posted by Alphakiller on 06-03-2002 07:14 PM:

I've always heard it as humble...

acronymfinder.com

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Posted by Eternal One on 06-03-2002 07:57 PM:

IMHO it's humble too.


Posted by Eternal One on 06-03-2002 07:57 PM:

IMHO it's humble too.


Posted by FSF Ashrak on 06-03-2002 08:27 PM:

ok thanx and now back on topic or the mods will make this topic go away

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Posted by Ashark on 06-03-2002 08:27 PM:

ok thanx and now back on topic or the mods will make this topic go away

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Posted by CptWhite on 06-04-2002 07:50 AM:

no no no, its HONEST, maybe we should have a poll

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Posted by JC Denton on 06-04-2002 03:43 PM:

Humble, honest, they're interchangeable so it really doesn't matter. I don't think.

Ashrak, you have no idea how much trouble source code modding is, do you? It would take literally months--maybe even years--to figure out how to add moving glowsprites to the engine, and even then you have to tell the game to create them via new flags for the TBLs. That's just getting them to appear, the real pain is in getting them to track along a beam vector, and I haven't even got a clue as to where to begin that.

Texture panning is probably going to be the easiest, quickest, and least painful interim fix for the feeder beams that I can think of. Besides, we can adapt the original tables to utilize texture panning as well, meaning that ALL mods that add beams can take advantage of this. Once someone discovers how to tell the engine to do it right, a simple flag addition can make any beam behave as a person wants. Adding something like this to each +Segment: section

+Texture Pan: #

would give users the ability to modify the speed/direction of the panning. The # would be pixels per damage cycle or something moved along the length of the beam. Negative values would mean that the beam would appear to flow backwards (possibly making for a neat "leeching" effect).

Also, the beams are coded to always face the player, so unless you're looking the thing end-on, you fall for the illusion that it's a 3D object. Therefore, using a panning rainer beam would suffice for the time being. Although the next problem is getting the beam to actually "arc" to the focus...

BTW, I am no coder, so I am clueless as to implementing this stuff. I just come up with cool ideas.

I don't know how long it would take to get texture panning up and running. But I'll toss the idea to the HLP boys and see what they can cook up.

__________________
"Who is more foolish, the child afraid of the dark, or the man afraid of the light?"
- Maurice Freehill

"There is a certain art, or rather, a knack to flying.
The knack lies in learning to throw yourself at the ground and miss."
-The Hitchhiker's Guide To The Galaxy

"Next time you wonder why I am always tediously close to falling off into the pit of insanity, now you know what assaults me each time I turn the computer on."
-IceFire

[url=http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9]Node War's Federated Vasudan Commonwealth[/url]


Posted by JC Denton on 06-04-2002 03:43 PM:

Humble, honest, they're interchangeable so it really doesn't matter. I don't think.

Ashrak, you have no idea how much trouble source code modding is, do you? It would take literally months--maybe even years--to figure out how to add moving glowsprites to the engine, and even then you have to tell the game to create them via new flags for the TBLs. That's just getting them to appear, the real pain is in getting them to track along a beam vector, and I haven't even got a clue as to where to begin that.

Texture panning is probably going to be the easiest, quickest, and least painful interim fix for the feeder beams that I can think of. Besides, we can adapt the original tables to utilize texture panning as well, meaning that ALL mods that add beams can take advantage of this. Once someone discovers how to tell the engine to do it right, a simple flag addition can make any beam behave as a person wants. Adding something like this to each +Segment: section

+Texture Pan: #

would give users the ability to modify the speed/direction of the panning. The # would be pixels per damage cycle or something moved along the length of the beam. Negative values would mean that the beam would appear to flow backwards (possibly making for a neat "leeching" effect).

Also, the beams are coded to always face the player, so unless you're looking the thing end-on, you fall for the illusion that it's a 3D object. Therefore, using a panning rainer beam would suffice for the time being. Although the next problem is getting the beam to actually "arc" to the focus...

BTW, I am no coder, so I am clueless as to implementing this stuff. I just come up with cool ideas.

I don't know how long it would take to get texture panning up and running. But I'll toss the idea to the HLP boys and see what they can cook up.

__________________
"Who is more foolish, the child afraid of the dark, or the man afraid of the light?"
- Maurice Freehill

"There is a certain art, or rather, a knack to flying.
The knack lies in learning to throw yourself at the ground and miss."
-The Hitchhiker's Guide To The Galaxy

"Next time you wonder why I am always tediously close to falling off into the pit of insanity, now you know what assaults me each time I turn the computer on."
-IceFire

[url=http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=9]Node War's Federated Vasudan Commonwealth[/url]


Posted by BabProj Team on 06-04-2002 05:38 PM:

quote:
ok thanx and now back on topic or the mods will make this topic go away

Who do you think we are? Threads get closed when they are inapropriate...this isn't bad.

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Posted by IceFire on 06-04-2002 05:38 PM:

quote:
ok thanx and now back on topic or the mods will make this topic go away

Who do you think we are? Threads get closed when they are inapropriate...this isn't bad.

__________________
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Volition Watch Project Manager
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