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-- More accurate Jumpgate effects (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=5962)


Posted by Patchwerk on 04-20-2002 06:53 AM:

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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Posted by Patchwerk on 04-20-2002 06:53 AM:

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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Posted by FSF Ashrak on 04-20-2002 07:48 AM:

is it animated?

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Posted by Ashark on 04-20-2002 07:48 AM:

is it animated?

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Posted by Prophet on 04-20-2002 07:55 AM:

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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Posted by Prophet on 04-20-2002 07:55 AM:

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.


Posted by CptWhite on 04-20-2002 09:43 AM:

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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Posted by CptWhite on 04-20-2002 09:43 AM:

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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Posted by Black Sheep 2000 on 04-20-2002 10:01 AM:

I'd like to see that....screenies?

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Posted by Black Sheep 2000 on 04-20-2002 10:01 AM:

I'd like to see that....screenies?

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Posted by Prophet on 04-20-2002 02:56 PM:

quote:
Originally posted by CptWhite
on second thoughts if we're just wanting fighters arriving from hyperspace, this could be useful

Jumpgate opens in front of you, and you see hoards of fighters coming from it...
It looks much much better than one would first think. And it is easy and simple to make...

BTW. If you want to experience something weird. Create a mission where support ship has these orders: dock with you, and depart. So the support ship pulls you trought the gate...
It was scary. The game doesn't actually crash, it takes you in to this strange dark place... Try it 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.


Posted by Prophet on 04-20-2002 02:56 PM:

quote:
Originally posted by CptWhite
on second thoughts if we're just wanting fighters arriving from hyperspace, this could be useful

Jumpgate opens in front of you, and you see hoards of fighters coming from it...
It looks much much better than one would first think. And it is easy and simple to make...

BTW. If you want to experience something weird. Create a mission where support ship has these orders: dock with you, and depart. So the support ship pulls you trought the gate...
It was scary. The game doesn't actually crash, it takes you in to this strange dark place... Try it 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.


Posted by Patchwerk on 04-20-2002 03:18 PM:

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)

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When in doubt, RTFM!


Posted by Patchwerk on 04-20-2002 03:18 PM:

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!


Posted by Patchwerk on 04-20-2002 04:08 PM:

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.

__________________
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Posted by IceFire on 04-20-2002 04:26 PM:

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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Posted by BabProj Team on 04-20-2002 04:26 PM:

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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Posted by Tiletron on 04-20-2002 05:05 PM:

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?

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Posted by Tiletron on 04-20-2002 05:05 PM:

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)


Posted by Mr. Fury on 04-20-2002 05:24 PM:

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?


If I understood your question correctly, then answer is no. We can't code anything, as Volition can't release a source code or SDK we can't do anything like that. And cracking the code is highly illegal.

But there are ways to simulate that by using red-alert modes.
For example, in mission 1 player enters hyperspace, mission ends in red-alert. Then mission 2 starts directly in hyperspace without actual debriefing and briefing in between the missions. Only red-alert briefing is shown instead of debriefing and briefing.

So, what you asked is actually doable and even without any coding.

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