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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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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Old Post 01-06-2003 02:52 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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

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Old Post 01-06-2003 02:52 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

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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Old Post 01-06-2003 03:18 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

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]

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Old Post 01-06-2003 03:18 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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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Old Post 01-06-2003 03:47 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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

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Old Post 01-06-2003 05:17 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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

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Old Post 01-06-2003 05:17 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

need to try them out

Way to go Bobboau!

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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
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Old Post 01-06-2003 05:55 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

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.

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Old Post 01-06-2003 05:55 PM
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

Well done Bobboau

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[url=http://ifh.firstones.com]IFH[/url]-B5 free game
[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2

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Old Post 01-07-2003 01:17 AM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

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

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Old Post 01-07-2003 01:36 AM
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

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

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Old Post 01-07-2003 01:36 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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

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Old Post 01-07-2003 02:46 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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

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Old Post 01-07-2003 02:46 AM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

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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Old Post 01-07-2003 04:44 AM
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

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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Old Post 01-07-2003 04:44 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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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Old Post 01-07-2003 11:51 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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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Old Post 01-07-2003 11:51 AM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

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

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Old Post 01-07-2003 12:40 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

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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Old Post 01-07-2003 03:55 PM
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