[MOD] Warp Gate Redesign - V1.0 Available 13/2/2011
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It's not impossible at all. It's not that hard actually. There are already models in the game that are there for this, however Cadius is creating one which has no forward protrusions which prevents all the ships getting stuck on them.
I want to edit the TOA to Jump Gate script so I can actually put TOA's all over the place
I want to edit the TOA to Jump Gate script so I can actually put TOA's all over the place
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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- urbanfreak
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Do it the best Cadius...
I do recommend animated graphics on it.. Especially the inside of the core.. they can either be shimmering lights or some wacky disco pattern for some special gates (i don't remember how many there actually are)..
You should take a step further too after all you're adept at creating other models and mods... Try animating the model.. Make it spin in game.
I do recommend animated graphics on it.. Especially the inside of the core.. they can either be shimmering lights or some wacky disco pattern for some special gates (i don't remember how many there actually are)..
You should take a step further too after all you're adept at creating other models and mods... Try animating the model.. Make it spin in game.
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If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?
If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?
- urbanfreak
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Then that's great !Cadius wrote:Yep, thats the idea. The back part of the gate will spinMake it spin in game.
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If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?
If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?
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I call upon the dark powers of the warp and cast necromancy on this thread.
Ok so I've got one of the 4 warpgate designs in game for testing.
Necron Warp Gate
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Now for some bugs I hope someone can help me solve
The gate is made to be double the size of the gates in vanilla, now I'm having this issue:
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Do you see the area outside the gate marked in red? Small ships (Fighters, TS/TP/M6/M8) seem to only use that area to jump and when they jump into the sector they only appear in that area, Capital ships does not suffer from this issue and still use the center of the gate to jump.
This bug is rather unexpected but not entirely bad either
Pros:
- Decrease the chances of small ships ramming into capital ships on the way in or out.
- Drop in traffic jams since the jump area is quite big.
Cons:
- Destroys immersion, especially if you are flying on autopilot and your M6 did this.
By the looks of things the "jump-capable" area of the gate has increase abit too much and I have no idea how to adjust it. It does not appear to be tied to the size of the gate's whirlpool. Any ideas?
Ok so I've got one of the 4 warpgate designs in game for testing.
Necron Warp Gate
[ external image ]
[ external image ]
[ external image ]
[ external image ]
[ external image ]
Now for some bugs I hope someone can help me solve
The gate is made to be double the size of the gates in vanilla, now I'm having this issue:
[ external image ]
Do you see the area outside the gate marked in red? Small ships (Fighters, TS/TP/M6/M8) seem to only use that area to jump and when they jump into the sector they only appear in that area, Capital ships does not suffer from this issue and still use the center of the gate to jump.
This bug is rather unexpected but not entirely bad either
Pros:
- Decrease the chances of small ships ramming into capital ships on the way in or out.
- Drop in traffic jams since the jump area is quite big.
Cons:
- Destroys immersion, especially if you are flying on autopilot and your M6 did this.
By the looks of things the "jump-capable" area of the gate has increase abit too much and I have no idea how to adjust it. It does not appear to be tied to the size of the gate's whirlpool. Any ideas?
This is not bug, but probably that has hardcoded jump area for small ships.Cadius wrote:Do you see the area outside the gate marked in red? Small ships (Fighters, TS/TP/M6/M8) seem to only use that area to jump and when they jump into the sector they only appear in that area, Capital ships does not suffer from this issue and still use the center of the gate to jump.
From this screenshot, I see your gate part (tube) radius is smaller than vanilla gate radius, problem maybe are because that.Cadius wrote:[ external image ]
You can try to resize your new gate part (tube) the same radius, how has vanilla gate ring, or maybe resize radius bigger then vanilla gate ring.
Oh for crying out loud I only just mopped my keyboard up from the cap ship flares/trails and now I've drooled on it again.
Can't wait to see this for download Cadius. Hawtness on a stick.
(Also I love the green, makes a nice change)
Can't wait to see this for download Cadius. Hawtness on a stick.
(Also I love the green, makes a nice change)
Knock knock. Who's there? Zerg Rushhhhhhhhhhhh!
"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
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"Smoke me a kipper, I'll be back for breakfast" - Ace Rimmer
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Earlier screenshots were of the test model. Here's the finished version of the Necron Gate.
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Wear and tear due to millennia of use.
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The green wormhole texture comes from Zeron-mk7's Gate Effect Pack and won't be included in the mod, but I'll provide links under highly recommended along with Trixx's Warp Gate Horizon textures.
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Wear and tear due to millennia of use.
[ external image ]
[ external image ]
The green wormhole texture comes from Zeron-mk7's Gate Effect Pack and won't be included in the mod, but I'll provide links under highly recommended along with Trixx's Warp Gate Horizon textures.