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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
Bobboau - can glow maps be triggered on and off with an event in fred? If not, then I'd recommend someone working on that, because a derelict won't really look right with all the lights on.
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03-01-2003 01:11 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
yup
though they will always be on by default, though you can turn them off right away
and glow points can be turned on/off as well
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03-01-2003 01:32 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
yup
though they will always be on by default, though you can turn them off right away
and glow points can be turned on/off as well
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03-01-2003 01:32 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
excellent 
Hmm.. I have a thought..
is it possible to have a "mover" object - one that you can tell to go to a certain point, or follow a specific path, but not constrained by the game physics?
I was just thinking about having epsilon 3 as a masked object (flat plane), and slowly move across in front of the sun.. then B5's lights all come on.
actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.
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03-01-2003 02:03 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
excellent 
Hmm.. I have a thought..
is it possible to have a "mover" object - one that you can tell to go to a certain point, or follow a specific path, but not constrained by the game physics?
I was just thinking about having epsilon 3 as a masked object (flat plane), and slowly move across in front of the sun.. then B5's lights all come on.
actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.
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Last edited by Xaphod_x on 03-01-2003 at 02:04 AM
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03-01-2003 02:03 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
hmm.... that would be realy realy cool...
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03-01-2003 04:22 AM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
Olympus worked well on me and whole thing looked really neat, only thing that I found bit distrubting was that Sharlins jump point was too large, but its not all that bad. Excellent show of your marvelous skills Bobboau.
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03-01-2003 01:28 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
quote: Originally posted by Xaphod_x
actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.
Now I think about it.. wasn't one of the very first modifications to the source code you made to do with enabling some shadow-casting code Bob?
I do think that very simple "mover" items would be very useful, perhaps a flag in ships.tbl like "fighter" and "bomber" - "mover" would stay still until told to move (fred event), at which point it would either move forwards or follow a path (set in fred) at a constant speed (initial velocity set in Fred I guess) "look along path" would probly have to be an option somewhere.
Forgive me for rambling 
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03-02-2003 02:57 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
quote: Originally posted by Xaphod_x
actually.. it'd be nice to be able to dynamically change lighting within a mission so it actually got darker when that happened.
Now I think about it.. wasn't one of the very first modifications to the source code you made to do with enabling some shadow-casting code Bob?
I do think that very simple "mover" items would be very useful, perhaps a flag in ships.tbl like "fighter" and "bomber" - "mover" would stay still until told to move (fred event), at which point it would either move forwards or follow a path (set in fred) at a constant speed (initial velocity set in Fred I guess) "look along path" would probly have to be an option somewhere.
Forgive me for rambling 
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03-02-2003 02:57 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Cool ideas....would the "mover" be attributed to the PCX or to a proper 3D planet model? (getting planet models like those in FreeLancer would be awesome )
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03-02-2003 03:24 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
Cool ideas....would the "mover" be attributed to the PCX or to a proper 3D planet model? (getting planet models like those in FreeLancer would be awesome )
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03-02-2003 03:24 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
well I was thinking just makeing background things move and dynamicly changeing suns (ect) would give you what you wanted, I don't know what 3d planets would do, as we wouldn't be moveing fast enough to actualy see the 3dness of them, but you would see the flat pollys
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03-02-2003 03:47 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
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well I was thinking just makeing background things move and dynamicly changeing suns (ect) would give you what you wanted, I don't know what 3d planets would do, as we wouldn't be moveing fast enough to actualy see the 3dness of them, but you would see the flat pollys
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03-02-2003 03:47 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
what I was meaning was a 3D planet, but only made as a flat poly with a masked texture on it. Kinda like the earth and mars planet models, only not so big and impressive.
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)
Bobboau is right that actual proper 3D planets and moving star systems wouldn't really be noticeable in missions.
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03-02-2003 11:54 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
what I was meaning was a 3D planet, but only made as a flat poly with a masked texture on it. Kinda like the earth and mars planet models, only not so big and impressive.
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)
Bobboau is right that actual proper 3D planets and moving star systems wouldn't really be noticeable in missions.
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03-02-2003 11:54 AM |
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Jokoto
Face
Registered: Dec 2002
Location: Finland
Posts: 190 |
quote: Originally posted by Xaphod_x
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)
Another good use would be the drifting of disabled ships in hyperspace, I think this will be an element in a couple of nice missions.
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03-02-2003 02:25 PM |
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Jokoto
Face
Registered: Dec 2002
Location: Finland
Posts: 190 |
quote: Originally posted by Xaphod_x
I was thinking the ability to move models around unconstrained by the AI or physics would be useful in quite a few other circumstances.
(eg, moving the jumpgate prongs apart to accomodate larger ships, scripting asteroid movement.. perhaps doing miniature space-suit wearing people)
Another good use would be the drifting of disabled ships in hyperspace, I think this will be an element in a couple of nice missions.
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03-02-2003 02:25 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
one of the first things i'd like to see for a TBP specific exe pack wold be the ability to adjust ambient lighting rgb values, possibly input boxes under the suns bit on the background editor, how hard would that be bob ?
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03-02-2003 03:51 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
one of the first things i'd like to see for a TBP specific exe pack wold be the ability to adjust ambient lighting rgb values, possibly input boxes under the suns bit on the background editor, how hard would that be bob ?
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03-02-2003 03:51 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
well I think I fixed the ambiant lighting value in the mission file, but I'm not sure how well it works, getting things to move completly independent of the pyhsics is actualy more dificult than you might think
and 3.5 has just been relesed
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03-02-2003 11:13 PM |
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