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-- new SCP goodies (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=8073)


Posted by Bobboau on 01-06-2003 02:52 PM:

new SCP goodies

I have made a [url=http://freespace.volitionwatch.com/blackwater/glowmap_debug.zip]newer build[/url] (<-the exes) of my new glowmapping code while testing with TBP,
I have aslo made a [url=http://freespace.volitionwatch.com/blackwater/B5glowmaps.zip]glowmap enabled version of TBP[/url](<-the files).

note I am assuming everyone is useing the most up to date version as available off of Mr Furrys site and elsewere

this is an effort to produce an effect similar but far superior to the ND tags found in Glide mode for D3D, note this effect is only under D3D.

pay particular attention to the hyperion and orion

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Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 01-06-2003 02:52 PM:

new SCP goodies

I have made a [url=http://freespace.volitionwatch.com/blackwater/glowmap_debug.zip]newer build[/url] (<-the exes) of my new glowmapping code while testing with TBP,
I have aslo made a [url=http://freespace.volitionwatch.com/blackwater/B5glowmaps.zip]glowmap enabled version of TBP[/url](<-the files).

note I am assuming everyone is useing the most up to date version as available off of Mr Furrys site and elsewere

this is an effort to produce an effect similar but far superior to the ND tags found in Glide mode for D3D, note this effect is only under D3D.

pay particular attention to the hyperion and orion

__________________
Bobboau, bringing you products that work ......... In theory


Posted by Mr. Fury on 01-06-2003 03:18 PM:

I'd really like to try this stuff, but unfortunately I can't. Not until tomorrow evening. In fact, I am already wasting too much time here, reading forums. Damn you...

Back to work...

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[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by Mr. Fury on 01-06-2003 03:18 PM:

I'd really like to try this stuff, but unfortunately I can't. Not until tomorrow evening. In fact, I am already wasting too much time here, reading forums. Damn you...

Back to work...

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by Bobboau on 01-06-2003 03:47 PM:

oh, yes there are bugs in this, there seems to be a fighter beam bug, and some sort of z error when switching views, and in nebulas glow maped polys seem way too bright

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Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 01-06-2003 05:17 PM:

I've tracked the fighter beam bug (game will crash sudenlt during fights) down to something in the colission code

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Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 01-06-2003 05:17 PM:

I've tracked the fighter beam bug (game will crash sudenlt during fights) down to something in the colission code

__________________
Bobboau, bringing you products that work ......... In theory


Posted by Lady Rose on 01-06-2003 05:55 PM:

need to try them out

Way to go Bobboau!

__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa

Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi

Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.


Posted by Lady Rose on 01-06-2003 05:55 PM:

need to try them out

Way to go Bobboau!

__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa

Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi

Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.


Posted by Sigma957 on 01-07-2003 01:17 AM:

Well done Bobboau

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"When it is time, come to this place, call our name, we will be here"-Walkers of Sigma957
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[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2


Posted by BabProj Team on 01-07-2003 01:36 AM:

Bobboau...what about the range for the fighter beams. Are they still unlimited range/damage?

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- The Babylon Project Team


Posted by IceFire on 01-07-2003 01:36 AM:

Bobboau...what about the range for the fighter beams. Are they still unlimited range/damage?

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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]


Posted by Bobboau on 01-07-2003 02:46 AM:

I havn't done much with the beams lately, I need to go through and rework some stuff.

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Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 01-07-2003 02:46 AM:

I havn't done much with the beams lately, I need to go through and rework some stuff.

__________________
Bobboau, bringing you products that work ......... In theory


Posted by BabProj Team on 01-07-2003 04:44 AM:

Cool stuff....at some point, the beams range or damage or something needs to be limited.

I figured the range could be just nulled after optimum range. At present, its quite easy for a player to pick off say a Nova at 10,000 meters. A moving Nova is annoying, but still doable as well

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- The Babylon Project Team


Posted by IceFire on 01-07-2003 04:44 AM:

Cool stuff....at some point, the beams range or damage or something needs to be limited.

I figured the range could be just nulled after optimum range. At present, its quite easy for a player to pick off say a Nova at 10,000 meters. A moving Nova is annoying, but still doable as well

__________________
- 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]


Posted by Bobboau on 01-07-2003 11:51 AM:

I think that eventualy I'll be able to get the beams to fade as they go farther, I can use some code similar to the texture tiling to make sure they fade relitive to distance (so when you hit stuff they won't look like there range sudenly goes down to nothing), then some atenuated damage could be done, so the closer you get the more damage you can do

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Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 01-07-2003 11:51 AM:

I think that eventualy I'll be able to get the beams to fade as they go farther, I can use some code similar to the texture tiling to make sure they fade relitive to distance (so when you hit stuff they won't look like there range sudenly goes down to nothing), then some atenuated damage could be done, so the closer you get the more damage you can do

__________________
Bobboau, bringing you products that work ......... In theory


Posted by CptWhite on 01-07-2003 12:40 PM:

how about steps in trasparency too to fade them out, probably not important - just an idea

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Posted by Bobboau on 01-07-2003 03:55 PM:

no, I've just got to set the verts at the tip of the beam to be color 0,0,0, that would get the beams to seem to fade from start to end,
then I just have to set them to (distance from start to the hit point / max length) * 255, that would give me a beam that faded but would take into acount the beam hitting things

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