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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

oh well the hour to kill explaines it sorry no offence would have done the same and yes the nials gun is not good but hey

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Old Post 04-21-2002 07:59 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Well, here are the relevent table entries I modified on the Nial gun... It's not quite as pretty, but it looks more like the series' effect. Not that you guys haven't done the most kickass thing to happen to vidgaming since those little TV screen stickies that came with the Oddesy.

<*snip*>
@Laser Length: 120
@Laser Head Radius: 1.00
@Laser Tail Radius: 1.00

$Mass: 0.01
$Velocity: 3000
$Fire Wait: 0.12
$Damage: 32

$Lifetime: 0.1
$Energy Consumed: 0.45

+Weapon Range: 1200
$Trail:
+Start Width: 1.0
+End Width: 1.0
+Start Alpha: 1.0
+End Alpha: 1.0
+Max Life: 0.1
+Bitmap: minbaringg
<*snip*>

I actually had the laser length substantially longer, but my refresh rate is so low there were problems with that. I moved the weapons hardpoints to a few meters in front of the ship, so that under full burn, they don't come poking out the back of the ship. I also SERIOUSLY unbalanced the weapon's power, but I like the hopeless fights against the Minbari. Gives Londo something to ramble on about. =)

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Old Post 04-21-2002 10:35 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Well, here are the relevent table entries I modified on the Nial gun... It's not quite as pretty, but it looks more like the series' effect. Not that you guys haven't done the most kickass thing to happen to vidgaming since those little TV screen stickies that came with the Oddesy.

<*snip*>
@Laser Length: 120
@Laser Head Radius: 1.00
@Laser Tail Radius: 1.00

$Mass: 0.01
$Velocity: 3000
$Fire Wait: 0.12
$Damage: 32

$Lifetime: 0.1
$Energy Consumed: 0.45

+Weapon Range: 1200
$Trail:
+Start Width: 1.0
+End Width: 1.0
+Start Alpha: 1.0
+End Alpha: 1.0
+Max Life: 0.1
+Bitmap: minbaringg
<*snip*>

I actually had the laser length substantially longer, but my refresh rate is so low there were problems with that. I moved the weapons hardpoints to a few meters in front of the ship, so that under full burn, they don't come poking out the back of the ship. I also SERIOUSLY unbalanced the weapon's power, but I like the hopeless fights against the Minbari. Gives Londo something to ramble on about. =)

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Old Post 04-21-2002 10:35 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

Already made similar changes to that weapon.

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Old Post 04-21-2002 11:13 PM
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IceFire
VWBB Admin

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

Already made similar changes to that weapon.

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Old Post 04-21-2002 11:13 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

You da man. =)

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Old Post 04-22-2002 02:00 AM
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Sigma957
Babylon Project

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

Thumbs up

Thats excellent work there patch.

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Old Post 04-22-2002 04:49 AM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Why thanky... but that's nothing... you should see my scratch -built Starfury composed entirely of macaroni noodles! <snicker>

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Old Post 04-22-2002 04:41 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Why thanky... but that's nothing... you should see my scratch -built Starfury composed entirely of macaroni noodles! <snicker>

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Old Post 04-22-2002 04:41 PM
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894

I have to say, I'm impressed at the effort you've put into this one, Patchwerk.

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Old Post 04-22-2002 05:37 PM
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894

I have to say, I'm impressed at the effort you've put into this one, Patchwerk.

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Old Post 04-22-2002 05:37 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

recruit him then

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Old Post 04-22-2002 08:06 PM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

recruit him then

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Old Post 04-22-2002 08:06 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Well, I've been wating for years to acutally fly the Fury, and Babylon 5 has been the most consistent, and convincing universe in the history of Sci-Fi. (The latter Bab5 TV movies notwithstanding) It's just nice to be able to be a part of that. That, and the fact that I've not done any game development since I was 19. =)

Oh, and if the team does need any grunt work done, I am available.

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Old Post 04-22-2002 08:21 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Well, I've been wating for years to acutally fly the Fury, and Babylon 5 has been the most consistent, and convincing universe in the history of Sci-Fi. (The latter Bab5 TV movies notwithstanding) It's just nice to be able to be a part of that. That, and the fact that I've not done any game development since I was 19. =)

Oh, and if the team does need any grunt work done, I am available.

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Old Post 04-22-2002 08:21 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by IceFire
We're planning to use the nebula effects to do hyperspace. The subspace tunnel is not particularly appropriate, at least not in what I can see us doing with it.

Hyperspace sort of works in R1....but we'll improve the effect for R2.



could you alter the tunnel model atall?

the relationship between the inside / outside cylinders could be complictaed, though...hmm.

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Old Post 04-23-2002 11:21 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by IceFire
We're planning to use the nebula effects to do hyperspace. The subspace tunnel is not particularly appropriate, at least not in what I can see us doing with it.

Hyperspace sort of works in R1....but we'll improve the effect for R2.



could you alter the tunnel model atall?

the relationship between the inside / outside cylinders could be complictaed, though...hmm.

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Old Post 04-23-2002 11:21 AM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Well, I _would_ imagine that the tunnel is done by simply mapping an ANI file to an infinitely distant cylinder model (If you use POV-Ray, think sky_sphere{}). If this is the case, you'd just need to create a plasma-type fractal ANI (This is akin to how it was done in the series), and replace the original.

However, I'm browsing through the VP files, and can't seem to find any relevent ANI's. Then again, I just woke up. A few pints of Earl Grey, and I'll be up to spec. =)

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Last edited by Patchwerk on 04-23-2002 at 03:36 PM

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Old Post 04-23-2002 03:33 PM
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Patchwerk
Babylon Project

Registered: Feb 2002
Location: Near Chattanooga, TN
Posts: 59

Well, I _would_ imagine that the tunnel is done by simply mapping an ANI file to an infinitely distant cylinder model (If you use POV-Ray, think sky_sphere{}). If this is the case, you'd just need to create a plasma-type fractal ANI (This is akin to how it was done in the series), and replace the original.

However, I'm browsing through the VP files, and can't seem to find any relevent ANI's. Then again, I just woke up. A few pints of Earl Grey, and I'll be up to spec. =)

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Last edited by Patchwerk on 04-23-2002 at 03:36 PM

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Old Post 04-23-2002 03:33 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

well... it's not possible..

1: the ani file is called warpmapxx.ani we replaced it with a B5 like one.

2: the geometry that this is mapped onto cannot be altered

3: "infinitely distant cylinder models" are impossible in FS2

a dummy object (one that looks like the warp tunnel) is also impossible, because 1 anis cannot be applied as normal textures, 2 it wouldn't open and close, and 3 it would be "lit" - IE wouldn't self-illuminate.

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Old Post 04-23-2002 03:51 PM
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