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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59 |
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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04-20-2002 06:53 AM |
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59 |
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!
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04-20-2002 06:53 AM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
is it animated?
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04-20-2002 07:48 AM |
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Ashark
I'm New! Laugh At Me!
Registered: May 2002
Location: Estonia
Posts: 1024 |
is it animated?
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04-20-2002 07:48 AM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
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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Creator of Movements in the Mist campaign
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04-20-2002 07:55 AM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
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.
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04-20-2002 07:55 AM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
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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04-20-2002 09:43 AM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
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]
Last edited by CptWhite on 04-20-2002 at 09:45 AM
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04-20-2002 09:43 AM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
I'd like to see that....screenies?
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04-20-2002 10:01 AM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
I'd like to see that....screenies?
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HAMLET RULEZ!!
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04-20-2002 10:01 AM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
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 
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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.
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04-20-2002 02:56 PM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
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.
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04-20-2002 02:56 PM |
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59 |
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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04-20-2002 03:18 PM |
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59 |
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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04-20-2002 03:18 PM |
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59 |
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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04-20-2002 04:08 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
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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04-20-2002 04:26 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
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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04-20-2002 04:26 PM |
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Tiletron
Murdock
Registered: Aug 2001
Location: Chichester, United Kingdom
Posts: 189 |
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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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)
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Last edited by Tiletron on 04-20-2002 at 05:09 PM
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04-20-2002 05:05 PM |
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Tiletron
Murdock
Registered: Aug 2001
Location: Chichester, United Kingdom
Posts: 189 |
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)
Last edited by Tiletron on 04-20-2002 at 05:09 PM
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04-20-2002 05:05 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
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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