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Posted by Xaphod_x on 03-01-2003 01:11 AM:

Bobboau - can glow maps be triggered on and off with an event in fred? If not, then I'd recommend someone working on that, because a derelict won't really look right with all the lights on.

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Posted by Bobboau on 03-01-2003 01:32 AM:

yup
though they will always be on by default, though you can turn them off right away
and glow points can be turned on/off as well

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Posted by Bobboau on 03-01-2003 01:32 AM:

yup
though they will always be on by default, though you can turn them off right away
and glow points can be turned on/off as well

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Posted by Xaphod_x on 03-01-2003 02:03 AM:

excellent
Hmm.. I have a thought..
is it possible to have a "mover" object - one that you can tell to go to a certain point, or follow a specific path, but not constrained by the game physics?

I was just thinking about having epsilon 3 as a masked object (flat plane), and slowly move across in front of the sun.. then B5's lights all come on.

actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.

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Posted by Xaphod_x on 03-01-2003 02:03 AM:

excellent
Hmm.. I have a thought..
is it possible to have a "mover" object - one that you can tell to go to a certain point, or follow a specific path, but not constrained by the game physics?

I was just thinking about having epsilon 3 as a masked object (flat plane), and slowly move across in front of the sun.. then B5's lights all come on.

actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.

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Posted by Bobboau on 03-01-2003 04:22 AM:

hmm.... that would be realy realy cool...

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Posted by Lady Rose on 03-01-2003 01:28 PM:

Olympus worked well on me and whole thing looked really neat, only thing that I found bit distrubting was that Sharlins jump point was too large, but its not all that bad. Excellent show of your marvelous skills Bobboau.

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Posted by Xaphod_x on 03-02-2003 02:57 AM:

quote:
Originally posted by Xaphod_x
actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.


Now I think about it.. wasn't one of the very first modifications to the source code you made to do with enabling some shadow-casting code Bob?

I do think that very simple "mover" items would be very useful, perhaps a flag in ships.tbl like "fighter" and "bomber" - "mover" would stay still until told to move (fred event), at which point it would either move forwards or follow a path (set in fred) at a constant speed (initial velocity set in Fred I guess) "look along path" would probly have to be an option somewhere.

Forgive me for rambling

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Posted by Xaphod_x on 03-02-2003 02:57 AM:

quote:
Originally posted by Xaphod_x
actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.


Now I think about it.. wasn't one of the very first modifications to the source code you made to do with enabling some shadow-casting code Bob?

I do think that very simple "mover" items would be very useful, perhaps a flag in ships.tbl like "fighter" and "bomber" - "mover" would stay still until told to move (fred event), at which point it would either move forwards or follow a path (set in fred) at a constant speed (initial velocity set in Fred I guess) "look along path" would probly have to be an option somewhere.

Forgive me for rambling

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Posted by IceFire on 03-02-2003 03:24 AM:

Cool ideas....would the "mover" be attributed to the PCX or to a proper 3D planet model? (getting planet models like those in FreeLancer would be awesome )

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Posted by BabProj Team on 03-02-2003 03:24 AM:

Cool ideas....would the "mover" be attributed to the PCX or to a proper 3D planet model? (getting planet models like those in FreeLancer would be awesome )

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Posted by Bobboau on 03-02-2003 03:47 AM:

well I was thinking just makeing background things move and dynamicly changeing suns (ect) would give you what you wanted, I don't know what 3d planets would do, as we wouldn't be moveing fast enough to actualy see the 3dness of them, but you would see the flat pollys

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Posted by Bobboau on 03-02-2003 03:47 AM:

well I was thinking just makeing background things move and dynamicly changeing suns (ect) would give you what you wanted, I don't know what 3d planets would do, as we wouldn't be moveing fast enough to actualy see the 3dness of them, but you would see the flat pollys

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Posted by Xaphod_x on 03-02-2003 11:54 AM:

what I was meaning was a 3D planet, but only made as a flat poly with a masked texture on it. Kinda like the earth and mars planet models, only not so big and impressive.
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)
Bobboau is right that actual proper 3D planets and moving star systems wouldn't really be noticeable in missions.

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Posted by Xaphod_x on 03-02-2003 11:54 AM:

what I was meaning was a 3D planet, but only made as a flat poly with a masked texture on it. Kinda like the earth and mars planet models, only not so big and impressive.
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)
Bobboau is right that actual proper 3D planets and moving star systems wouldn't really be noticeable in missions.

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Posted by Jokoto on 03-02-2003 02:25 PM:

quote:
Originally posted by Xaphod_x
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)


Another good use would be the drifting of disabled ships in hyperspace, I think this will be an element in a couple of nice missions.


Posted by Jokoto on 03-02-2003 02:25 PM:

quote:
Originally posted by Xaphod_x
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)


Another good use would be the drifting of disabled ships in hyperspace, I think this will be an element in a couple of nice missions.


Posted by CptWhite on 03-02-2003 03:51 PM:

one of the first things i'd like to see for a TBP specific exe pack wold be the ability to adjust ambient lighting rgb values, possibly input boxes under the suns bit on the background editor, how hard would that be bob ?

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Posted by CptWhite on 03-02-2003 03:51 PM:

one of the first things i'd like to see for a TBP specific exe pack wold be the ability to adjust ambient lighting rgb values, possibly input boxes under the suns bit on the background editor, how hard would that be bob ?

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Posted by Bobboau on 03-02-2003 11:13 PM:

well I think I fixed the ambiant lighting value in the mission file, but I'm not sure how well it works, getting things to move completly independent of the pyhsics is actualy more dificult than you might think

and 3.5 has just been relesed

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