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- The Babylon Project (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=16)
-- More accurate Jumpgate effects (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=5962)
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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Forgive my stupidity.
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The Fish Institution
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Ignore the subspacewarp.pof file as well. Its not used.
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- The Babylon Project Team
Ignore the subspacewarp.pof file as well. Its not used.
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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
aye.. if it was then this would be a whole lot easier.. 
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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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When in doubt, RTFM!
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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When in doubt, RTFM!
quote: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.
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.
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ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
quote: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.
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.
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ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
Spiffy. I did not know that. =)
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When in doubt, RTFM!
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.

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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.

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Nebula/Subspace missions are possible, but it looks really bad because the model clip plane is so close.
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ZylonBane's opinions do not reflect those of the management.
That's [url=http://home.att.net/~clay.h/fs2/violition.htm]VOLITION[/url]!
quote:
Originally posted by ZylonBane
Nebula/Subspace missions are possible, but it looks really bad because the model clip plane is so close.
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[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902
quote:
Originally posted by ZylonBane
Nebula/Subspace missions are possible, but it looks really bad because the model clip plane is so close.
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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.
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.
Source code could help with better jumpgate effects 
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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.
__________________
When in doubt, RTFM!
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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When in doubt, RTFM!
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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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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