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Posted by Xaphod_x on 04-23-2002 03:51 PM:

well... it's not possible..

1: the ani file is called warpmapxx.ani we replaced it with a B5 like one.

2: the geometry that this is mapped onto cannot be altered

3: "infinitely distant cylinder models" are impossible in FS2

a dummy object (one that looks like the warp tunnel) is also impossible, because 1 anis cannot be applied as normal textures, 2 it wouldn't open and close, and 3 it would be "lit" - IE wouldn't self-illuminate.

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Posted by BabProj Team on 04-23-2002 04:07 PM:

Ignore the subspacewarp.pof file as well. Its not used.

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Posted by IceFire on 04-23-2002 04:07 PM:

Ignore the subspacewarp.pof file as well. Its not used.

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Posted by Xaphod_x on 04-23-2002 04:20 PM:

aye.. if it was then this would be a whole lot easier..

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Posted by Patchwerk on 04-24-2002 03:19 AM:

Aww. =(

Oh, and by "model", I meant a mathematical model, not an object model. i.e, take a cylindrically mapped ANI and display it behind everything else. I assumed the implementation was hard coded into FS2. Kinda like they do with the floating debris used to indicate movement. That's one of the few FS2 quirks that I don't like... it throws the whole speed perspective off, to see the little flotsam bits fly behind every object. Would worked better if they'd had it display in the foreground instead... sorry... end of rant. =)

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Posted by Patchwerk on 04-24-2002 03:19 AM:

Aww. =(

Oh, and by "model", I meant a mathematical model, not an object model. i.e, take a cylindrically mapped ANI and display it behind everything else. I assumed the implementation was hard coded into FS2. Kinda like they do with the floating debris used to indicate movement. That's one of the few FS2 quirks that I don't like... it throws the whole speed perspective off, to see the little flotsam bits fly behind every object. Would worked better if they'd had it display in the foreground instead... sorry... end of rant. =)

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Posted by ZylonBane on 04-24-2002 03:49 AM:

quote:
Originally posted by Patchwerk
Oh, and by "model", I meant a mathematical model, not an object model. i.e, take a cylindrically mapped ANI and display it behind everything else.
Then you should have meant an object model, because that's how FS does this. The subspace tunnel is two nested, counter-rotating tube-like objects, special-case rendered so that the player always appears to be in the precise center of them.

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Posted by ZylonBane on 04-24-2002 03:49 AM:

quote:
Originally posted by Patchwerk
Oh, and by "model", I meant a mathematical model, not an object model. i.e, take a cylindrically mapped ANI and display it behind everything else.
Then you should have meant an object model, because that's how FS does this. The subspace tunnel is two nested, counter-rotating tube-like objects, special-case rendered so that the player always appears to be in the precise center of them.

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Posted by Patchwerk on 04-24-2002 04:01 AM:

Spiffy. I did not know that. =)

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Posted by aldo_14 on 04-24-2002 11:19 AM:

quote:
Originally posted by ZylonBane
Then you should have meant an object model, because that's how FS does this. The subspace tunnel is two nested, counter-rotating tube-like objects, special-case rendered so that the player always appears to be in the precise center of them.




i can't really think of a way to get past the fixed properties, unfortunately, although the textures and the model (slightly) can be altered.....

Incidentally, has anyone ever tried to make a subspace mission in a nebula cloud?

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Posted by aldo_14 on 04-24-2002 11:19 AM:

quote:
Originally posted by ZylonBane
Then you should have meant an object model, because that's how FS does this. The subspace tunnel is two nested, counter-rotating tube-like objects, special-case rendered so that the player always appears to be in the precise center of them.




i can't really think of a way to get past the fixed properties, unfortunately, although the textures and the model (slightly) can be altered.....

Incidentally, has anyone ever tried to make a subspace mission in a nebula cloud?

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Posted by ZylonBane on 04-24-2002 01:31 PM:

Nebula/Subspace missions are possible, but it looks really bad because the model clip plane is so close.

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Posted by aldo_14 on 04-24-2002 01:56 PM:

quote:
Originally posted by ZylonBane
Nebula/Subspace missions are possible, but it looks really bad because the model clip plane is so close.


I'm thinking more of the lightning effect........turbulent subspace.

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Posted by aldo_14 on 04-24-2002 01:56 PM:

quote:
Originally posted by ZylonBane
Nebula/Subspace missions are possible, but it looks really bad because the model clip plane is so close.


I'm thinking more of the lightning effect........turbulent subspace.

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Posted by KenChris on 04-25-2002 12:05 AM:

I've made a subspace mission inisde a nebula.

Its kind of strange, esp with a black background and the clouds with the brightness of the tunnel. And you can see ships by thier silhouette if your like 2000-3000 m away. Its also kind of fun watching a yellow beam seem to come out of nowhere.


Posted by KenChris on 04-25-2002 12:05 AM:

I've made a subspace mission inisde a nebula.

Its kind of strange, esp with a black background and the clouds with the brightness of the tunnel. And you can see ships by thier silhouette if your like 2000-3000 m away. Its also kind of fun watching a yellow beam seem to come out of nowhere.


Posted by Zeronet on 04-25-2002 12:08 AM:

Source code could help with better jumpgate effects

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Posted by Patchwerk on 04-25-2002 03:52 AM:

That it might. Man, I'm all over it. My main concern is that those of us who have programming backgrounds (myself included) are going to start producing a myriad of subtley different versions of the game itself, which, I don't have to say, could throw a wrench in things. If TBP is going to make any tweaks to the source, it may be good idea to maintain a TBP-Freespace "stable" release.
This is, of course, a bit premature, but I've been there before.

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Posted by Patchwerk on 04-25-2002 03:52 AM:

That it might. Man, I'm all over it. My main concern is that those of us who have programming backgrounds (myself included) are going to start producing a myriad of subtley different versions of the game itself, which, I don't have to say, could throw a wrench in things. If TBP is going to make any tweaks to the source, it may be good idea to maintain a TBP-Freespace "stable" release.
This is, of course, a bit premature, but I've been there before.

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Posted by IceFire on 04-25-2002 04:08 AM:

We'll probably have to hire some dedicated source programmers to compliment those we already have (who are otherwise busy). Community wide, I want to see a few big teams rather than countless programmers plugging away at it.

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