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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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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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Bobboau, bringing you products that work ......... In theory
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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Bobboau, bringing you products that work ......... In theory
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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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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hmm.... that would be realy realy cool...
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Bobboau, bringing you products that work ......... In theory
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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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.

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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.

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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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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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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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Bobboau, bringing you products that work ......... In theory
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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Bobboau, bringing you products that work ......... In theory
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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Forgive my stupidity.
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The Fish Institution
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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.
__________________
Forgive my stupidity.
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The Fish Institution
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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)
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)
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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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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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
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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