[MOD] Warp Gate Redesign - V1.0 Available 13/2/2011

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TrixX
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Post by TrixX » Thu, 23. Sep 10, 04:17

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 ;)
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stickocide
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Post by stickocide » Tue, 28. Sep 10, 19:33

This shelved for now, then?

Shame if it is, looked great. :(

manm
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Post by manm » Mon, 4. Oct 10, 20:12

The new desgin looks great.
I hope it is finished sometime soon

:)

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urbanfreak
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Post by urbanfreak » Wed, 6. Oct 10, 16:49

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.
[ external image ][ external image ]
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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Cadius
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Post by Cadius » Wed, 6. Oct 10, 16:55

This shelved for now, then?
Nah, i just needed some time off to settle X-Tra's Teladi update. Now that's over, this is back on the plate
Make it spin in game.
Yep, thats the idea. The back part of the gate will spin

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urbanfreak
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Post by urbanfreak » Wed, 6. Oct 10, 17:13

Cadius wrote:
Make it spin in game.
Yep, thats the idea. The back part of the gate will spin
Then that's great !
[ external image ][ external image ]
If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?

project_mercy
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Post by project_mercy » Wed, 6. Oct 10, 17:51

These look pretty awesome, and are just what I was looking for as a companion for what I'm working on right now. I'll be super interested when you're able to get something going.

vincentf563
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Post by vincentf563 » Sun, 17. Oct 10, 05:24

Heck Yeah!! That is cool. I've been cheating my Valhalla around in my sectors for far too long. I'm going to find that other gate mod for now. Glad to know this one is coming. LOOKS GREAT!!!!!
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rusky
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Post by rusky » Sun, 17. Oct 10, 10:18

You can't animate them as well can you ? Would be too awesome to see the other ring slowly rotate around the inner one as well :D

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TrixX
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Post by TrixX » Sun, 17. Oct 10, 10:39

Yes you can. Animated models are possible. Animated GUI elements are a bit harder...
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Post by garrry34 » Fri, 10. Dec 10, 21:43

cad hows things going on this front?
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The Univerce builder
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Post by The Univerce builder » Fri, 10. Dec 10, 23:53

My only thought on this is make the gates BIG. in short, give it a radius of one Odysseus. :D
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Cadius
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Post by Cadius » Mon, 7. Feb 11, 07:51

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:
[ 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?

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Zeron-mk7
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Post by Zeron-mk7 » Mon, 7. Feb 11, 09:45

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.
This is not bug, but probably that has hardcoded jump area for small ships.
Image

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Zeron-mk7
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Post by Zeron-mk7 » Tue, 8. Feb 11, 07:36

Cadius wrote:[ external image ]
From this screenshot, I see your gate part (tube) radius is smaller than vanilla gate radius, problem maybe are because that.
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.
Image

reiks
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Post by reiks » Tue, 8. Feb 11, 10:25

are those runes?! OMG OMG OMG Best necro ever!

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mr.WHO
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Post by mr.WHO » Tue, 8. Feb 11, 13:05

Green?? I know necrons like green, but X-universe wise, wouldn't blue be better?

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Rogue
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Post by Rogue » Tue, 8. Feb 11, 13:40

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)
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Requiemfang
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Post by Requiemfang » Tue, 8. Feb 11, 14:12

Cadius wrote:I call upon the dark powers of the warp and cast necromancy on this thread.
:lol: :lol: :lol: 40k reference hahahahaha

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Cadius
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Post by Cadius » Tue, 8. Feb 11, 20:29

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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