Screen Tests

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

Originally posted by Vice:
Replace the stars.bmp texture with a blank 32X32 image to completely remove that star layer from the background. Then use a single large spherical texture (2048X2048 might be good) with the 'NebBackText=file.bmp' option. Include stars and the nebulae layer you want in the single texture.
Here's what I did, using your bitmap option ...

Graphic files (located in "environment" folder):
  • stars.bmp (32x32 black square)
  • c2.bmp (the Milky Way)
Spherical texture (from "universedata" file):

-Local Nebula Backdrop And Reputation
NebBackXLow=-400
NebBackXHigh=400
NebBackYLow=-10
NebBackYHigh=10
NebBackZLow=-400
NebBackZHigh=400
NebBackText=2.bmp
ReputationID=1
Reputation=0
-EndNebBack

End result was one default debula stretched all the way across the heavens. (Kind'a cool ... but not the Milky Way.)
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Screen Tests

Post by Vice »

Change the filename from '2.bmp' to match the filename you used for the Milky Way, 'c2.bmp' and if you want to use the environment folder, make sure to include that destination in the data file for the nebula code block ( environment\\c2.bmp ). The environment folder is only used for modifying the existing graphics. It is not used by default for using custom graphics imported into the game, so it needs to be specified manually in the data file if you want to use that folder.

Edit: for your previous post, did you use the environment folder for those as well? Did you make sure to install the revised update after downloading (file date will be 3-25-09)?

[Edited on 3-26-2009 by Vice]
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

I downloaded the file from your last link (previous page) and installed same.

The modded nebula textures were also placed in the "environment" folder ... given various names (as decribed in my previous post) to see which, if any, of them worked. I never included subdirectory information in the "universedata" file, though. According to the readme, it didn't seem to be necessary.

I'll try that next. :cool:

Edit

Vice, it works!

With or without the blank "stars" bitmap ... in fact, I like it better as an overlay to your own star field. All I need to do now is pretend I'm Michaelangelo and figure out how to paint a straight line on the inside of a curved surface.

Btw, this is what I did ...

For universedata.txt file:

' ****** Use Milky Way as nebula
-Local Nebula Backdrop And Reputation
NebBackXLow=-400
NebBackXHigh=400
NebBackYLow=-10
NebBackYHigh=10
NebBackZLow=-400
NebBackZHigh=400
NebBackText=environment\\milkyway.bmp
ReputationID=1
Reputation=0
-EndNebBack

In the "environment" folder:

milkyway.bmp
stars.bmp (optional)

Not sure about the other method ... if you want, I can do more tests. But I'd appreciate a listing like the one above so I can copy-paste the universedata "NebBackText" line and correctly name the JPEG graphic files.

Thanks again. This is super.


[Edited on 3-26-2009 by Marvin]
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

The wrap-around nebula texture works really well. The Milky Way starts at 180 and seamlessly returns to 180.

[Screen shots and most of the text....]

Also, the default star field merges without any problem.

Edit: The screen shots have been deleted from this post because they are no longer being used in the Foundation mod. Hopefully, the new Milky Way looks a lot better. I'll add some new pix soon, in a new post (possibly later today) ... if I can get the camera angles I want.

[Edited on 12-26-2009 by Marvin]
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

Screen Tests

Post by Maarschalk »

Realy Nice!:cool::cool::cool:
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Screen Tests

Post by Vice »

Looks fantastic, nice work!
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

Thanks go to Vice for his change in the game code ... and NASA for a basic photo of the Milky Way. Oh ... and the August 1976 edition of "Astronomy" magazine that I used for comparison ... else I never would've realized that, in game, the texture is reversed.

Can't wait to try this with the new build.:cool:
User avatar
DennyMala
Captain
Captain
Posts: 1256
Joined: Tue Mar 10, 2009 8:22 am
Location: Italy

Screen Tests

Post by DennyMala »

Very nice work indeed Marvin.... wonderful.

Feels like being home....;)
Best regards

[IM] DennyMala
warsign
Captain
Captain
Posts: 1771
Joined: Thu Apr 24, 2008 10:04 am

Screen Tests

Post by warsign »

Wow.
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

;) Now all I need is for Warsign to add more windows to his fancy, new cockpit so I can look around and see myself surrounded by the Milky Way.
warsign
Captain
Captain
Posts: 1771
Joined: Thu Apr 24, 2008 10:04 am

Screen Tests

Post by warsign »

Originally posted by Marvin
;) Now all I need is for Warsign to add more windows to his fancy, new cockpit so I can look around and see myself surrounded by the Milky Way.
:)

Fancy is ready actually, waiting for Maarschalk's test run...

[Edited on 4-4-2009 by warsign]
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

Originally posted by warsign
Fancy is ready actually, waiting for Maarschalk's test run...
Will this cockpit replace the default or will we need to upgrade our ship first?

And will the 360 degree view work with a joystick's hat (in "slew" mode)?
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

Okay, thanks for the info.

;) I guess the default cockpit is something from Hollywood ... turn more than 90 degrees in either direction and all you see is a wooden frame, cardboard backing, and Culver City. A good reason to limit head movement.
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

1. For local nebula and ship types (where n equals X, Y or Z) what do the following parameters mean?
  • Low n sector value for region
  • High n sector value for region
2. Is there a list of all items in the game, by code, so I know what it is I'm placing in a container?
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Screen Tests

Post by Vice »

1 - Low and high values are the minimum and maximum sector coordinates (400 to 500 for example) defining a 'cube' section of space for the parameters you specify. You can define a large area with a large range, or break down areas of space into different shapes by using smaller cube sections. You can also define small pockets of space within a larger section by just including the code block further down in the data file.

2 - Yes, although some items are not available to containers to aid in reducing some exploits. Here is a list of each item and its corresponding ID number:

1 = "Compressed Food"
2 = "Medical Supplies"
3 = "Hydrogen Cells"
4 = "Electrical Supplies"
5 = "Solar Cells"
6 = "Metal Alloys"
7 = "Diamonds"
8 = "Antimatter Cells"
9 = "Fusion Generators"
10 = "Machinery Parts"
11 = "Clothing/Fabric" (textiles)
12 = "Platinum Units"
13 = "Biological Units"
14 = "Oxygen Units"
15 = "Gold Units"
16 = "Silver Units"
17 = "Water Units"
18 = "Armor Plates"
19 = "Fuel Converter"
20 = "Mantis Jump Drive"
21 = "Class 1 Fulcrum Jump Drive"
22 = "Class 2 Fulcrum Jump Drive"
23 = "Class 3 Fulcrum Jump Drive"
24 = "Class 4 Fulcrum Jump Drive"
25 = "Class 5 Fulcrum Jump Drive"
26 = "Class 1 Cargo Scanner"
27 = "Class 2 Cargo Scanner"
28 = "Class 3 Cargo Scanner"
29 = "Class 4 Cargo Scanner"
30 = "Class 5 Cargo Scanner"
31 = "Cannon Relay"
32 = "Mining and Tractor Beam"
33 = "1 Shield Booster Cell/Capacitor"
34 = "2 Shield Booster Cell/Capacitor"
35 = "3 Shield Booster Cell/Capacitor"
36 = "4 Shield Booster Cell/Capacitor"
37 = "5 Shield Booster Cell/Capacitor"
38 = "Class 1 Repair System"
39 = "Class 2 Repair System"
40 = "Class 3 Repair System"
41 = "Banshee Cannon"
42 = "Phantom Cannon"
43 = "Atlas Cannon"
44 = "Trebuchet Cannon"
45 = "Predator Cannon"
46 = "Razor Cannon"
47 = "Sunrail Cannon"
48 = "Maxim-R Cannon"
49 = "Starforge Cannon"
50 = "Eclipse Cannon"
51 = "Stalker Cannon"
52 = "Starguard Cannon"
53 = "Firefury Cannon"
54 = "Icespear Cannon"
55 = "Flarebeam Cannon"
56 = "Refractor Beam Cannon"
57 = "Metal Vapor Beam Cannon"
58 = "Coil Beam Cannon"
59 = "Neodymium Beam Cannon"
60 = "Fusion Beam Cannon"
71 = "Echelon Missile"
72 = "Viper Missile"
73 = "Rockeye Missile"
74 = "Starfire Missile"
75 = "Exodus Missile"
76 = "Leech Missile"
77 = "Excalibur Missile System"
78 = "Stealth/Cloaking Device"
79 = "Fulcrum Torpedo"
80 = "Lynx"
81 = "Rage"
82 = "Cyclone"
83 = "Proximity Mine"
84 = "Probe"
100 = "Stealth Generator"
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

Originally posted by Vice
Low and high values are the minimum and maximum sector coordinates (400 to 500 for example) defining a 'cube' section of space for the parameters you specify.
So, if you added a planet outside the 'cube' area of a 'local area nebula' and then headed for that planet ... you wouldn't see the nebula once you ventured outside the box?

If not, what would you see? Is there a default backdrop? Or do you just see the stars?

;) I suppose I better test this.

Btw, thanks for the list, Vice. It'll be awhile before I get that far in programming events in the Milky Way ... but, eventually, it'll come in handy.
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Screen Tests

Post by Vice »

It's generally good to include settings for every area the player may visit. Unspecified regions would likely either default to the last known/valid parameters or would be blank, leaving just stars.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

:) Thanks for the info, Vice. To clarify, here's what I'm actually doing:
  • The galaxy is split into four large sections, defined relative to the galaxy hub (distance from the center).
  • Each section has a different Milky Way "nebula" ... the nebula is brighter when closer to the hub.
  • The four sections are listed at the beginning of the "universedata" file. Hopefully, it can work that way ... it makes for easy reference.
  • Basic reputation for "the big picture" is set for friendly, trouble-free operation.
  • Individual star systems are then listed alphabetically ... again, for easy reference.
  • Hostile areas are added to specific star systems. The Milky Way background remains the same but reputation changes inside these boxes.
Hope it works.
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Screen Tests

Post by Vice »

Sounds very cool and it should work great.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

:) Lots of good stuff in this game ... and lots of good stuff you can do with it, too.
ShoHashi
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 63
Joined: Sun Nov 18, 2007 10:30 pm
Location: Laurelton, PA

Screen Tests

Post by ShoHashi »

Looks very, very nice, Marvin!

-Sho
StarWolves Clan
StarWolves Clan LCDR/Flight Lead
Image
User avatar
DennyMala
Captain
Captain
Posts: 1256
Joined: Tue Mar 10, 2009 8:22 am
Location: Italy

Screen Tests

Post by DennyMala »

Yeah, Marv is doing a hell of a fine job there. ;)
Best regards

[IM] DennyMala
warsign
Captain
Captain
Posts: 1771
Joined: Thu Apr 24, 2008 10:04 am

Screen Tests

Post by warsign »

Imazing job there!

One and only person who reads dusty pages of galaxy section in the customizing kit. He finally managed.

Thanks Vice and Marvin.


To create a brand new extension pack we have no obstacle anymore I guess. Modders?
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

Screen Tests

Post by Marvin »

I'm more than satisfied with Vice's planetary textures ... so I really don't have any questions about how to mod them. But, if I did have a few questions, they would be:

The customizing kit says this about planet textures ...
You can also import custom textures for certain objects, such as planets and scenery objects, by replacing the numerical value with the filename of the texture you want to use.
and this ...
PlanetText=1 = Planet texture (1-24 and 1000)
Are the new planet textures supposed to be in bitmap form, like the modded nebulas? Do they go into the "environment" folder? And, if so, does the path name need to be included in the "PlanetText" line of the "universedata" file?

Btw, the galaxy I'm trying to create is supposed to reflect the one in Dr. Asimov's Foundation series. So far, I've used up two pads of graph paper and half a dozen erasures. Admittedly, that's a bit of an exaggeration ... but it sure feels that way!
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

Screen Tests

Post by Vice »

The game supports either JPG or BMP for the texture image. You can place the file anywhere you want, just be sure to specify the correct path in the 'PlanetText' line so the game can find it. Might be easy to manage everything with a created \\planets folder or something.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations