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merky1
I'm New! Laugh At Me!
Registered: Dec 2002
Location: USA
Posts: 4 |
Jump Gates
Is there a quick tutorial on how to make jump gates. I can add them, but it seems like I am adding one spine at a time, and I suck at placing objects.
And thanks for R2... it looks gorgeous.
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05-25-2003 11:56 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
I think Lady Rose did one a while back.
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05-26-2003 01:16 AM |
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Medic1
Unregistered
Registered: Apr 2002
Location:
Posts: 12 |
Re: Jump Gates
quote: Originally posted by merky1
Is there a quick tutorial on how to make jump gates. I can add them, but it seems like I am adding one spine at a time, and I suck at placing objects.
And thanks for R2... it looks gorgeous.
I just use a jumpgate from another user created mission. Faster and eisier than tring to place each spare.
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05-26-2003 01:48 AM |
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Strider
Face
Registered: Aug 2001
Location:
Posts: 145 |
I just make four, seperate them using the change position control on each jumpgate arm, then rotate them myself to face inwards. Once you do a good one, it is really easy.
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05-26-2003 02:04 AM |
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-Norbert-
Murdock
Registered: Jun 2002
Location:
Posts: 239 |
Is it possible to make the jumpgate spines moving in a mission, like it was seen on TV when the Thirdspace Gate was delivered to B5 or when the Centauri Vorchan tryed to blow up the jumpgate?
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05-26-2003 11:34 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
actualy, yes but you have to edit tables to allow it to move and use a waypoint for each arm's path.
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05-26-2003 02:59 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
quote: Originally posted by Edwin
actualy, yes but you have to edit tables to allow it to move and use a waypoint for each arm's path.
How's that going to work unless the gate also has an engine subsystem?
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05-26-2003 04:16 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Here, maybe this will help.
[url=http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_slasher/step1.jpg]Step 1[/url]
[url=http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_slasher/step2.jpg]Step 2[/url]
[url=http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_slasher/step3.jpg]Step 3[/url]
[url=http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_slasher/step4.jpg]Step 4[/url]
[url=http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_slasher/badresult.jpg]Step 5[/url]
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05-26-2003 04:32 PM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
quote: Originally posted by FlakBait
I think Lady Rose did one a while back.
Wasn't me, but I can make small review how to do them
1. Move Player ship away
2. place first array on 1000/0/0 (X/Y/Z) with position editor.
3. second on -1000/0/0
4. third on 0/600/0
5. fourth on 0/-600/0
6. select all and move them wanted place and rotate them all same time on position you think suits best on your mission (XZ rotator).
7. Then take those two (one by one) that are on X axel (between them should be 2000) and take Y rotating tool and move them bit inside the center from rear of jump gate (not much, but little).
8. Then take Y axel collars (between should be 1200 and one by one, not all in same time) and select X rotating tool and do same as in part 7.
9. Lastly select Z rotating tool and make so that they all face in center so it looks better and not so unnatural looking.
10. You can move them, but dont rotate them anymore (except for Z axel) it will mess whole system up, not one by one and not all in same.
Lastly Ctrl + Z works with FRED2 too, so little mistakes can be fixed easily.
Lets see it should wind up something like this (depending on your actions on part 6, I left it out from this)
http://www.zone.ee/miburo1/jumpgate.jpg
Thats how I do it.
EDIT: Darn you Slasher you were faster 
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Last edited by Lady Rose on 05-26-2003 at 04:38 PM
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05-26-2003 04:34 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
quote: Originally posted by karajorma
How's that going to work unless the gate also has an engine subsystem?
engine subsystem is a bonus thingy, not required for ship to move, i know from experience, a ship lacking an engine subsys can't be disabled however.
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"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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05-27-2003 12:37 AM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
Didn't know that. I will have to try it sometime 
__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
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05-27-2003 12:45 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
it'd be very difficult to get the gate components to move in the right direction though.
Remember: in FS2, ships face the direction they're heading. The orientation of the jump gate components would need changing to allow this.
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05-27-2003 01:44 PM |
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FlakBait
Murdock
Registered: Dec 2001
Location: THE BEST DAMN ROGUE NATION ON EARTH!!!
Posts: 735 |
Is possible to make the game think that the apex of the V formed by the gate's panels is the front?
I have absolutly no idea, but if possible maybe that would work. But if doing so required completely reworking the model-it's too much work for too little payoff.
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05-27-2003 02:16 PM |
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