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Messages - jstubbles

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General Discussion / Re: Future of Nexus Modding
« on: August 17, 2011, 02:45:56 »
I'm likely going to pledge the 250 as well. That's about $360 U.S for me.

General Discussion / Re: Future of Nexus Modding
« on: August 16, 2011, 22:10:01 »
Yeah I'm all up for it. I can start pulling some strings with people I know - might be able to get the Nexus mod scene some media time.

Past two days, our BSG mod has been featured on a few big sites, including Blues News, 3DBuzz, GamerRanx and Reddit, all of which have been bringing a lot of new users to our ModDB and YouTube pages.

I'd be willing to help any way I can.

Off-Topic / Landed a job at Timegate Studios
« on: August 14, 2011, 08:20:35 »
Hey all, just a heads up. Thought I'd share the good news. I interviewed two weeks ago at Timegate Studios down in Sugar Land, Texas. They liked my work and made me a job offer, which I accepted. I'll be moving down there on the 22nd and I start on the 29th :)

We'll be working on Colonial Marines, alongside Gearbox Software! So excited to finally have a fulltime job again. I've been contracting with Microsoft Game Studios and working on the Forza Motorsport series the last 3yrs, but only as contractor. I've spent a lot of time unemployed in those 3yrs, waiting on contract renewals and such, which sucked. Glad to be back at a decent studio as a real employee.

Off-Topic / Re: Where did Sci-Fi go? (tv, cinema)
« on: August 14, 2011, 08:17:17 »
Also, a more realistic sci-fi coming out is Apollo 18.

Game Assets / Re: Modelling
« on: August 14, 2011, 00:33:28 »
Yeah that's strange. In 9.3 mine goes up to 4096x4096.
Google a solution? Maybe there's a config you have to change or something.

Game Assets / Re: Modelling
« on: August 13, 2011, 21:41:55 »
I only have Lightwave 9.3 but I assume it has to be similar. If you press "D" it will bring up some options. In 9.3 there's a "GL" tab, with a texture resolution in the drop down.

Game Assets / Re: Disabling GUI or HUD for machinima
« on: August 10, 2011, 02:41:34 »
Yeah you can always run the res of the game higher than the video output. I run the game at like 1440x900 then the final video export from Adobe Premiere is 1280x720, so the UI on the sides of the screen are cut out by default. I wish we could hide the mouse cursor, but that's no big deal to me.

Scripting / Re: Ship bounds penetration events?
« on: August 05, 2011, 23:08:23 »
I'm not sure there will be much of a solution to the problem. Without the source code it's just too restricting on things we want to achieve. We'll just have to deal with it.

Scripting / Re: Ship bounds penetration events?
« on: August 04, 2011, 07:01:05 »
Thanks Mularac - I'll give that a shot. If I have issues I'll point our scripter here. I really don't understand this stuff myself.

Okay, so this does work to some extent, but there are still issues. We'd have to play it like 2-3 times at least, to clear the missiles out. It plays right when the ship starts to explode, but exploding takes like 4-5 seconds. During that time, more and more missiles are still coming out, flying away from the explosion, then converging into a single cluster again.

Also, won't this kill vipers and raiders as well?

One more thing I hate about "missiles" - they fire in the direction the ship is moving! SO STUPID. So when a basestar is moving away from a battlestar, the missiles fire in front of the basestar, turn (the engines turn off while doing so, dumb!) THEN then retarget the battlestar and go after it. GRRRRRrrrrrr >_<

Scripting / Re: Ship bounds penetration events?
« on: August 03, 2011, 23:31:47 »
Yeah, that wouldn't work at all how we'd like. Seems like more of a problem than not. It's just so annoying that the engine can't do the simplest of things, while being robust in other areas.

I can personally live with the missiles only targeting the center-mass of a ship, but we really need to find a solution to why the missiles fly away from exploding ships. It's just plain ridiculous and we can't have that. For one, it signs a death sentence for the ship those missiles were targeting. All of the missiles fly away and then come back in one big ball of missiles, which the flak can't defend against and usually results in instant death (or close to).

Is it even possible to prevent them from flying away from a ship explosion? Or at the very least, have all missiles selfdestruct instead? I realize that for multiplayer, both with cause issues with balance. If they are allowed to fly away from explosions, it will give an unfair advantage to basestars, while if we destroy all missiles, it will be an advantage to the other team.

Scripting / Ship bounds penetration events?
« on: August 03, 2011, 22:44:19 »
Nexus has a lot of limitations for things that are extremely frustrating for us on the BSG team. One particular problem we have is with missiles. By default, they operate like strikecraft. While normally that's kind of okay, they have drawbacks that make them annoying, such as flying away from ships when they're exploding or ONLY targeting the center-mass of a ship.

We're looking to change them into regular cannon type weapons like the railguns in order to fix this. However, flak defense systems are not able to target the particle projectiles. This means we have to use a shield on the battlestars. This creates more issues. I can't seem to stop the effect from playing, when the shield activates and deactivates, which is a showstopper. But for this purpose lets just say I fixed that. We still need a way for the flak effect to play so that the missiles look like they're being shot by it.

Do any of you know if events are kicked off when projectiles get close to a ship or penetrate it's collision sphere? Ultimately if the flak started firing once they got within a certain radius, that's ideal, so we can fake the autodistance firing we have right now.

What's more annoying is that this will cause yet another problem, even if we can pull it off. We'd have this flak "shield" effect that would be playing, then on top of that we'd still need real flak weapons, to fight off raiders. This would cause the flak effect to compound even further, which *could* affect performance, if it got too dense.

Crap like this really makes me consider switching to another engine >_<

Now sure why this is. I know in BSG we have a problem where the railguns tend to shoot mostly at the tips of the basestar "wings" rather than the main hulk of the body.

General Discussion / Re: Propaganda - Let them know about Nexus!
« on: August 03, 2011, 18:48:45 »
As I said on our page, that's very considerate of you Dreamor, thanks again! :)

I've tried slipping Nexus video links and stuff into popular Youtube video comments and posted about it on Digg several times, but nothing "good" seems to come of it. I've got a few of my personal friends to buy the game, but that's about it =\

Game Assets / Re: converting model
« on: July 26, 2011, 22:34:13 »
I'm not sure if it was an error in how they originally translated the mod tool manual, but I think the 20,000 tri limit is just a per-layer limitation of the exporter and not so much the engine itself.

So far pretty much all of our models are over 20,000 triangles per mesh. To properly export, you need to split the mesh into different lightwave layers. Each layer can't be above 15k I believe, or else it spazzes out on export.

That doesn't mean you can have a 100,000 triangle mesh or anything, but it does give a little more freedom to make what you want.

Off-Topic / Re: Where did Sci-Fi go? (tv, cinema)
« on: July 26, 2011, 20:23:06 »
I am enjoying falling skies though. Good show. It's better than V IMO, but I could do without the family lovey dovey story. But then again, that's Spielberg for ya...

Alpha's on SyFy is decent. Sorta like Xmen meets Heroes.

Ridley Scott's Prometheus is coming out next year. It takes place before his "Aliens" movies and is in that same universe, but is apparently not a direct prequel to Alien.

Ah that's cool then. If you could then, feel free to redo all of the systems I have listed in the current inteam version in Assembla. Just make sure they're broken out in that way or the lighting won't really work.


Since when were you working on the systems? It was on my task list, which is why I created them....

With the lighting, the engine supports 2 light channels. If only 1 sun is there, only 1 channel is used. If a second sun is there, the second channel is used. The only time the lighting is dynamic from weapons is if one of those two suns is blocked by a planet, effectively rendering it intert but still active. The weapons then cast light because the channel is available. So we fake the planetary shadow by making the sun extremely small so it casts no light but is still active.

I actually ended up having to make multiple systems for it. If there are 2 active suns in a system file, the realtime lighting no longer works. The inteam version on Assembla has the new systems.

Game Assets / Re: Updating planet meshes
« on: July 24, 2011, 00:31:30 »
In case you haven't tried it yet - yeah, you can definitely use any mesh to replace a planet. I just tried it with Ragnar Anchorage and it worked just fine. You just plug the mesh path/name into the system file instead of the planet mesh and you're good to go.

I haven't been able to get the proper functionality to work across categories like you stated, which is unfortunate. I can get weapons to show up in the shields or support, but they won't function as weapons :(

Game Assets / Re: Updating planet meshes
« on: July 22, 2011, 03:07:53 »
Since it's treated like any other model, I'm pretty sure it can be anything you like.

Interesting find there, thanks!
I've been basing stuff on other fan made layouts, but this one looks better.

That's pretty interesting, Geo. I'll have to dig into that this weekend. If it could end up working it would ultimately fix all our problems. We could just have a special weapons category and slide everything to the shields container. Would certainly be nice.

Game Assets / Re: Updating planet meshes
« on: July 21, 2011, 19:40:02 »
You... erm... created your own sphere and managed to let the game read it?  :o

Yuppers. Just exported like a normal mesh, then the mesh name is manually entered into the solar system file to replace whichever planet you want. Works perfectly - even the planet spinning animation works.

Off-Topic / Re: Where did Sci-Fi go? (tv, cinema)
« on: March 26, 2011, 05:05:48 »
Yup, Doctor Who is about all there is now. Like Malurac says, it's quite awesome.

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