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Messages - jstubbles

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Mod Development / Released Mods /
« on: March 21, 2010, 22:40:23 »
@Arparso - neither of those effects are what controls the "combustion" effect - I tried editing them with no success. :(

@Mularac - yeah....but it still looks like crap :P   I'm trying to get the effects to match the BSG show as close as possible.

**** EDIT ****
I edited the wrong mod's INI file, haha. That worked great Arparso - thanks! :D :D

Mod Development / Released Mods /
« on: March 21, 2010, 20:52:15 »
I had another particle Q of my own.

How the heck do you edit the particle used for ship "combustion" ??? it's a simple glow sprite that spawns like pulsing wannabe fire, after a ship gets hit by a weapon. I tried modifying the only "ship combustion" particle in the PRT config, but that doesn't change a damned thing. It's a horrendously ugly effect and I want to get rid of it or change it somehow. For now I've just been disabling ship combustion in the main menu settings, but that's not a real solution.
Any help would be great, thanks!

Mod Development / Released Mods /
« on: March 21, 2010, 20:25:58 »
I think it requires the object in question (the inside of the engine nozzle) to have it's own texture and material. That way you have the base texture of the engine and it's own luminosity map. So when the engines turn on, it fades the luminosity map on/off based on the engines functions. I'll try to do a test to confirm, but I think that's it.

Mod Development / Released Mods /
« on: March 19, 2010, 05:02:37 »
Working with the team on Nexus: Battlestar Galactica. Doing a lot of new models, textures, particles and such. We just launched beta 4 if you care to check it out on moddb.
I modeled & textured a new basestar, galactica, columbia and am about 80% done with the texture work on the Pegasus (modeled by Marchello). Also working on new explosion sprites and animations.

Mod Development / Released Mods /
« on: March 18, 2010, 05:48:39 »
You need to add more docking points. In Lightwave, you make those by creating a 2-point polygon. So you create a vertex (launch point origin) then a second point, outside of the ship, then press P by default, with both selected, to create a 2-point polygon.

from the documentation:

Two-point polygons must be denoted, showing dock entry and exit paths for the small ships. The first point must be inside the hanger and the other must be a bit from the hull at the appropriate distance. The docking small ships will travel along this path.
“n” denotes which docking bay door will open when someone wants to dock along a path. During docking, the above stated #dock animn .... # animation will play.
Multiple paths can be given to a single docking bay door, enabling several ships to dock at once through large doors.

Mod Development / Released Mods /
« on: March 18, 2010, 01:46:31 »
Hah! You're right. In Lightwave, +Z is "up" in the top viewport. I've been using Modo, which for some ungodly reason has -Z as "up" in the top view (doesn't make sense, seeing as how Modo was created by ex-Newtek employees. Geez....

Thanks! :)

Mod Development / Released Mods /
« on: March 17, 2010, 21:06:27 »
hey Arparso, have you ever gotten strange results from the xnview packing? For some reason, it's adding TONS of black space when I generate the texture mosaic sheet. It didn't do this before when I tried it, so I'm wondering if something is going on.

Mod Development / Released Mods /
« on: March 17, 2010, 20:19:32 »
Great explanation Arparso, thanks!

Does this mean that the examples given in the mod tools are incorrect then? They all have their fronts facing towards -Z in Lightwave, so I built my models according to that. When I create hardpoints in the way you mentioned, my barrels face backwards on the ship, not forwards.

Mod Development / Released Mods /
« on: March 17, 2010, 07:44:28 »
In my example above, the first vertex (right angle) was followed by a second to it's right, then a third below. Bear in mind the "up" would be the bow of the ship. When I loaded that into the game, the gun showed up backwards on the ship, facing stern. So it's like the last point was the origin, and the first point was the resting position of the barrels. I weapon model is facing -Z just like all of the example meshes, but just to test I rotated it 180º and it still did the same thing, so that's not it. Guess the documentation is wrong or something?

As for the side fire issue, yeah I see what you mean now. At the time I posted this I had been spending several hours trying to get it working as was quite frustrated. After stepping back and taking a break, it's much clearer to see the issues now. Thanks :)

In the documentation, there's no defined orientation for models. Each engine is different so one has to assume that given examples are correct. With Nexus, the example meshes show that models should be facing the -Z axis. That is the "front" of a model. So I've built all of my models with this in mind. I am however, experiencing unpredictable and incorrect behavior with hardpoint placement for my turrets. The model I'm working on (battlestar Pegasus) has some irregular turret placements so for the sake of simplicity I'll just use a typical battleship "row" of guns in my example.

The documentation states that the first point of a hardpoint is the right angle of the triangle, the second point is it's X-axis and the third point being the turret's resting position. Now, lets start with a little geometry refresh. This, is a right angle:

So according to the documentation, the first vertex of a hardpoint would be the red box, or right angle, then the second would be to it's left, dictating it's X-axis, then lastly the third vertex is where the resting position is. So if I were to build the hardpoint in this fashion:

One would think I'd have a correctly oriented cannon facing forward. This is not the case, however. This results in the cannons facing backwards from the bow of the ship. How is this? The first vertex is the center and it should point to the last vertex??? I'm not sure why it's doing this, or if the documentation is wrong, but it seems that hardpoints are pointing from #3 to #1, not the other way around. If I build the triangle 180º, like this:

THEN I get a gun where the barrels face the bow of the ship. What gives?

This brings me to my next problem and certainly the most infuriating of the two. I want a battleship firefight. Line abreast, firing your rows of cannon. I'm having the most difficult time trying to create this, though.

Ships are allowed to have 8 weapon slots for basic rotating turrets. They are designed to cover a 180º half-sphere of whatever Y-axis they are orientated towards, meaning for each slot, you should have a triangle on top and bottom, giving you 360º coverage around the ship. I want to have those 8 turrets available to fire down the line, regardless of which side the enemy is on, so I have to have all 8 turrets (16 hardpoints) on EACH side of the ship, 8 on top, 8 mirrored to the bottom, giving me my 360º bubble.

The problem I'm running into in doing this, is that the game engine fires from the OPPOSITE side of the ship from where the target is located. So if an enemy is to my right, the left side of the ship fires through through my hull, as opposed to right side of the ship firing like it should. So this is what I get:

These guns are all oriented face-forward, so I'm absolutely clueless as to why it chooses guns on the opposite side of my ship to fire at the enemy. If anyone has an idea, I'll give you a cookie. :D

Mod Development / Released Mods /
« on: March 05, 2010, 10:58:16 »
This is a warp effect? Hmm. I haven't messed around with those myself, but the animation itself plays fine. I just replaced my flak explosion with your warp texture, to get this:

All of the frames of animation play just fine, though the texture itself is a bit fudgy (haloed).  My mod_ani looks like this:

Code: [Select]
Ani 42 "fxwarp" #BL_ADD #APM_ONCE  64 8 8

Mod Development / Released Mods /
« on: March 05, 2010, 08:02:23 »
Sure thing man, I can take a peek at it.

Scripting /
« on: March 01, 2010, 20:01:31 »
The code for dynamic adjustment based on camera distance is certainly there - the brackets around ship selections scale and stay consistent regardless of zoom. However, those seem to be using code-based "draw" commands - there's no texture associated with them. If we could figure out a way to replace those with a texture, that'd be golden. :)

Mod Development / Released Mods /
« on: March 01, 2010, 19:51:58 »
Bear in mind too, that if you're going to be using the BL_ALPHA blend mode, your alphas need to be premultiplied. By that I mean you have to compensate for the funky way gfx cards handle pixel blending. If you just create the particle on a black BG w/alpha, your sprite will have a black halo around it, for example (if using bl_alpha). Here's an example of a non-premultiplied alpha on a white BG and the "halo" effect:

Now this is an example of the premultiplied particle I created for our BSG mod:

and this is the texture sheet:

As you can see, it's on a black BG and there's no halo effects. The premultiplied alpha makes the texture look pretty funky, since the pixels are being spread around like that. But the alpha channel is what culls it out to perfection :)

Here's the alpha chan, which looks how you'd expect it to look:

@Arparso - thanks for the tip on using XnView to create the sheets! My god, I was doing it all by hand in Photoshop - what a nightmare! I've been using XnView for years and didn't know about that feature :)

Mod Development / Released Mods /
« on: February 10, 2010, 19:37:29 »
Damn, that's REAL unfortunate, hah. Guess that just means a lot more model data we'll have to use. :(

Thanks a lot Arparso! :)

Mod Development / Released Mods /
« on: February 10, 2010, 08:12:09 »
Thanks Arparso, I'll keep messing with it.

Off-hand, do you happen to know what the deal is with font textures? I can't seem to get them working. I wanted to make the ship label text white instead of black, so I decompiled one of the tex files to TGA, copied to our mod, inverted the texture then recompressed. But it crashes in the viewer and doesn't show up at all in the game. If I just copy the original TEX over, it works fine in the viewer and game, but the ship label is black =    I've tried every compression setting, so I'm at a loss here.

Mod Development / Released Mods /
« on: February 09, 2010, 21:31:04 »
Thanks Asaparso.

Being an artist, it's a little harder to understand some of this. I'm used to using more robust real-time particle systems, not editing the underlying script/code for them...

The parameter types listed in the documentation are not well explained. For instance, there's no examples of how to use the "scalar", "3d vector", "RGB color" or "temerature color" parameter types. If they're called something else that that (which they're called in the docs) then it's just another example of shoddy documentation, hah.

There is also no documentation on how to use the snake function within the custom particle. It shows it's possible in the docs, but doesn't explain anything about it.

also, is there a way to adjust the e.wind settings somehow??

Basically, I'm looking for a way to have a missile drag a tail that flows side to side. Better yet, would be to have the actual projectile move side to side (kind of a "wave" motion) as it traveled to the target. If you've seen Battlestar Galactica, I'm trying to to recreate the cylon missile effect.

Any further help would be greatly appreciated!

General Discussion /
« on: February 08, 2010, 05:26:09 »
Having the source code. ^_^

Mod Development / Released Mods / PRT file editing
« on: February 07, 2010, 20:21:58 »
Hey guys, just wondering if anyone has information on editing the PRT files for particle creation. The documentation included with nexus mod tools is extremely vague, limited and doesn't even have examples. The PRT's themselves break down like heavy scripting, but as an artist it's hard to figure out. Custom PRT's allow for extremely complex particle effects and I'd certainly like to be able to do something with them.


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