B5SC small updates
by Cyberkada · 11/19/2007 (1:48 pm) · 8 comments
I got lights to fully work in game.
Here is a screenshot with lights and FGE's repair particle emitter (will use for plasma leaks) in action.

Note the two jumppoints forming in the background? That was a programmer bug (ships destroyed, but lights not removed yet). Its cool and that will remain.
I'm modifying the AIRepairship to fire at enemies and heal allies. Fixed several bugs - forgot to add collision damage to all ships except the Starfury. Pilots still act too suicidal - keep running into each other.
I have been posting this at JMS's (Creator of B5) for comment as well.
another screenie:

Here is a screenshot with lights and FGE's repair particle emitter (will use for plasma leaks) in action.

Note the two jumppoints forming in the background? That was a programmer bug (ships destroyed, but lights not removed yet). Its cool and that will remain.
I'm modifying the AIRepairship to fire at enemies and heal allies. Fixed several bugs - forgot to add collision damage to all ships except the Starfury. Pilots still act too suicidal - keep running into each other.
I have been posting this at JMS's (Creator of B5) for comment as well.
another screenie:

About the author
#2

D*mn forget to turn off the plasma leaks....
11/19/2007 (2:41 pm)
Good suggestion. They are from stock Reticle resource. I will add back distance fading that I was using before. Here is an update using distance fading and IFF colors.
D*mn forget to turn off the plasma leaks....
#3
11/19/2007 (3:24 pm)
Looking really good, and yes, the distance fading is better.
#4
@Cyberkada: Mind sending me the code for the distance fading of the reticles? I could put this in the code and update the resource if you don't mind. It's a very good idea to distance-fade the reticles.
What is the "blue emitting dust thing" in the front ship, a blue emitter? Looks great, fantastic effect.
This "trails move although ship is dead" is indeed a bug. A %player.stop(); is missing. But right, it looks somehow cool. :-)
Do you have a link to the JMS where you posted that too?
Keep up the great work!
11/20/2007 (10:20 am)
Freakin' awesome! Looks damn good. Makes me happy to see what people build out of the FGE.@Cyberkada: Mind sending me the code for the distance fading of the reticles? I could put this in the code and update the resource if you don't mind. It's a very good idea to distance-fade the reticles.
What is the "blue emitting dust thing" in the front ship, a blue emitter? Looks great, fantastic effect.
This "trails move although ship is dead" is indeed a bug. A %player.stop(); is missing. But right, it looks somehow cool. :-)
Do you have a link to the JMS where you posted that too?
Keep up the great work!
#5
11/20/2007 (10:23 am)
Btw: Who is your artist? Makes a good job.
#6
The models were provided by DamoclesX for Sharshatter and for the first failed attempt at this game using A6 3DGS (no multiplayer, no AI, and no networking). Heavily tweaked and optimized by myself. Working on a Narn G'uon now. Was 6500 polys, trying to get it down to 5000 or so for LOD0.
The JMS link is: www.jmsnews.com.
They are just all engine glow lights are mounted blue lights (red or green for some ships) and the afterburner effect. I wanted to do something like your repair ship glow without using TGEA. I changed the flying vehicle resource to add jet emitters - 4 in the back, 4 in the front, two down, two up, two left and two right. (all this for 1 ship - the Starfury - damn you JMS - others only have traditional rear jets). I am changing mjetting to jet
with any keys (aswd).
Note, I changed the reticle resource in that it requires the faction code (I will send that as well from shapebase.cc and shapebase.h), with the color of the reticle matching enemy type - green, red or white, and lock as a solid rectangle.
11/21/2007 (1:39 am)
Martin: no problem thats what the community is for.The models were provided by DamoclesX for Sharshatter and for the first failed attempt at this game using A6 3DGS (no multiplayer, no AI, and no networking). Heavily tweaked and optimized by myself. Working on a Narn G'uon now. Was 6500 polys, trying to get it down to 5000 or so for LOD0.
The JMS link is: www.jmsnews.com.
They are just all engine glow lights are mounted blue lights (red or green for some ships) and the afterburner effect. I wanted to do something like your repair ship glow without using TGEA. I changed the flying vehicle resource to add jet emitters - 4 in the back, 4 in the front, two down, two up, two left and two right. (all this for 1 ship - the Starfury - damn you JMS - others only have traditional rear jets). I am changing mjetting to jet
with any keys (aswd).
Note, I changed the reticle resource in that it requires the faction code (I will send that as well from shapebase.cc and shapebase.h), with the color of the reticle matching enemy type - green, red or white, and lock as a solid rectangle.
#8
Question: How did you change the Colours of the names above the friendlies and enemies. I managed to get them changed in my game for Single Player mode only ... and I haven't been able to change them in the Server mode of the game. They always appear green.
I have implemented a Team system in the game and I just can't seem to get mine to show the correct team colour. :(
12/03/2007 (5:49 pm)
This looks very good indeed ... keep it up.Question: How did you change the Colours of the names above the friendlies and enemies. I managed to get them changed in my game for Single Player mode only ... and I haven't been able to change them in the Server mode of the game. They always appear green.
I have implemented a Team system in the game and I just can't seem to get mine to show the correct team colour. :(


Torque Owner Maxwell Marsh
The target/team indicators are a little bright, harsh, and in the way. If they had like 50% transparency, it would look better I think. Just a thought.
Other than that it looks completely cool.