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-- More accurate Jumpgate effects (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=5962)
More accurate Jumpgate effects
Howdy all. I've been working on a campaign for this MOD for some time, and one thing that I noticed was the way the jumppoints are handled. I've been playing with ways to actually have the jumppoint appear to scale inside the gates and form a single, uniformly sized jumppoint for groups of ships to enter/depart. I've done this by creating a dummy object with four non-contiguous polys about 1/10 meter across each, spaced so that when the object arrives/departs, it forms a jump point which fits neatly inside four gates spaced 1.2km x 800m apart. This object is triggered by events (or keypresses) to coincide with the arrival of non-cap ships (which themselves have the "No Warp Effect" key enabled) through the gate. I've also keyed it so that ships in the vicinity of the gate when the point forms are destroyed by the "backwash" effect as seen in the series. My question is... is this the most efficient way to go about doing this? It's taken me three days to perfect the system I have as is, but it seems a bit clumsy. (Although in the missions, it's pretty seamless) Thanks a lot guys!
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When in doubt, RTFM!
More accurate Jumpgate effects
Howdy all. I've been working on a campaign for this MOD for some time, and one thing that I noticed was the way the jumppoints are handled. I've been playing with ways to actually have the jumppoint appear to scale inside the gates and form a single, uniformly sized jumppoint for groups of ships to enter/depart. I've done this by creating a dummy object with four non-contiguous polys about 1/10 meter across each, spaced so that when the object arrives/departs, it forms a jump point which fits neatly inside four gates spaced 1.2km x 800m apart. This object is triggered by events (or keypresses) to coincide with the arrival of non-cap ships (which themselves have the "No Warp Effect" key enabled) through the gate. I've also keyed it so that ships in the vicinity of the gate when the point forms are destroyed by the "backwash" effect as seen in the series. My question is... is this the most efficient way to go about doing this? It's taken me three days to perfect the system I have as is, but it seems a bit clumsy. (Although in the missions, it's pretty seamless) Thanks a lot guys!
__________________
When in doubt, RTFM!
is it animated?
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is it animated?
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Other way of making jump points is this:
Have a big ship arrive from hyperspace, and simply make an event that makes it disappear one (1) second after arrival.
The jump animation plays as normal, but the ship that opened it newer comes out.
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"I'm not saying anything. I didn't say anything then, and I'm not saying anything now." -Dukath
FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign
Oh ****! Those idiots did it.
Other way of making jump points is this:
Have a big ship arrive from hyperspace, and simply make an event that makes it disappear one (1) second after arrival.
The jump animation plays as normal, but the ship that opened it newer comes out.
__________________
"I'm not saying anything. I didn't say anything then, and I'm not saying anything now." -Dukath
FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign
Oh ****! Those idiots did it.
too much "arsing" about, nice attempt though 
on second thoughts if we're just wanting fighters arriving from hyperspace, this could be useful
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too much "arsing" about, nice attempt though 
on second thoughts if we're just wanting fighters arriving from hyperspace, this could be useful
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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]
I'd like to see that....screenies?
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I'd like to see that....screenies?
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"Something is rotten in the state of Denmark..."
HAMLET RULEZ!!
quote:
Originally posted by CptWhite
on second thoughts if we're just wanting fighters arriving from hyperspace, this could be useful

__________________
"I'm not saying anything. I didn't say anything then, and I'm not saying anything now." -Dukath
FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign
Oh ****! Those idiots did it.
quote:
Originally posted by CptWhite
on second thoughts if we're just wanting fighters arriving from hyperspace, this could be useful

__________________
"I'm not saying anything. I didn't say anything then, and I'm not saying anything now." -Dukath
FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign
Oh ****! Those idiots did it.
Aha! Prophet, I was unaware that you could do that with cap ships. I shall have to try it. But yes. the way I'm doing it was done specifically to allow hoardes of raiders to come through the gate, and to give a nice effect when you end each mission. (Jumpgate opens wide before you, holds for a sec, mission ends)
__________________
When in doubt, RTFM!
Aha! Prophet, I was unaware that you could do that with cap ships. I shall have to try it. But yes. the way I'm doing it was done specifically to allow hoardes of raiders to come through the gate, and to give a nice effect when you end each mission. (Jumpgate opens wide before you, holds for a sec, mission ends)
__________________
When in doubt, RTFM!
Aha! Prophet, indeed that does not work. No matter how I code it, the ship always completes the jump in, travels a short distance, and jumps out again. Looks like the placekeeper object IS the way to go.
Hehehe.
__________________
When in doubt, RTFM!
Excellent work there. Sounds alot similar to something I was testing (but never finished) with the SJD Dummy model from FreeSpace 2.
Post some screens when you get a chance. I think I'd like to evaluate this.
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Volition Watch Project Manager
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Excellent work there. Sounds alot similar to something I was testing (but never finished) with the SJD Dummy model from FreeSpace 2.
Post some screens when you get a chance. I think I'd like to evaluate this.
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- The Babylon Project Team
I know we had this conversation about six months ago, but it brings in a unique oppotunity for the mod if you ever change your mind:
The topic was in reference to using the Nebula features in FRED2 to create Hyperspace. Now I can't remember what its name was, but some of your team worked on a smaller project, with a Shivan vessel I think was called the Nylarthotep?
The point is, I also remember you adding in the mod a mission where the player was actually fighting in the corridoor between two Jumpgates.
Would it be possible for you to code the mod in such a way, that you switch to and from this location whenever you entered Hyperspace?
__________________
…though we are not now that’s strength which in old days moved Earth and Heaven, that which we are, we are.
One equal temper of heroic hearts, made weak by time and fate, but strong in will, to strive, to seek, to find…and not to yield.
Tennyson.
-------------------------------------------------
[url=http://starwars-tpmtc.fateback.com/index.html]'Star Wars Phantom Menace TC'[/url] for Jedi Outcast (Co-Leader, Modeller, Webmaster)
[url=http://ja.ravencommunity.net]'Star Wars: Jedi Apprentice'[/url] for Jedi Outcast (Co-Leader, Modeller, Scriptwriter)
[url=http://www.ja.ravencommunity.net/lf/index.php]Forcefare Productions Network[/url] (Moderator, Co-Founder)
[url=http://www.greyfusion.net]GreyFusion[/url] (Moderator, Newshound)
[url=http://www.neocroncentral.net]NeocronCentral[/url] (Moderator, Newshound)
I know we had this conversation about six months ago, but it brings in a unique oppotunity for the mod if you ever change your mind:
The topic was in reference to using the Nebula features in FRED2 to create Hyperspace. Now I can't remember what its name was, but some of your team worked on a smaller project, with a Shivan vessel I think was called the Nylarthotep?
The point is, I also remember you adding in the mod a mission where the player was actually fighting in the corridoor between two Jumpgates.
Would it be possible for you to code the mod in such a way, that you switch to and from this location whenever you entered Hyperspace?
__________________
…though we are not now that’s strength which in old days moved Earth and Heaven, that which we are, we are.
One equal temper of heroic hearts, made weak by time and fate, but strong in will, to strive, to seek, to find…and not to yield.
Tennyson.
-------------------------------------------------
[url=http://starwars-tpmtc.fateback.com/index.html]'Star Wars Phantom Menace TC'[/url] for Jedi Outcast (Co-Leader, Modeller, Webmaster)
[url=http://ja.ravencommunity.net]'Star Wars: Jedi Apprentice'[/url] for Jedi Outcast (Co-Leader, Modeller, Scriptwriter)
[url=http://www.ja.ravencommunity.net/lf/index.php]Forcefare Productions Network[/url] (Moderator, Co-Founder)
[url=http://www.greyfusion.net]GreyFusion[/url] (Moderator, Newshound)
[url=http://www.neocroncentral.net]NeocronCentral[/url] (Moderator, Newshound)
quote:
Originally posted by Tiletron
Would it be possible for you to code the mod in such a way, that you switch to and from this location whenever you entered Hyperspace?

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