Page 18 of 24 FirstFirst ... 89101112131415161718192021222324 LastLast
Results 851 to 900 of 1173

B5 MOD Discussion Thread

  1. #851
    Well, like I wrote, I was already planning on doing it later, but I guess I can take the time to revamp the map a bit while I wait for Epsilon III to show up on the SVN.

    I haven't really looked into this, but are the existing ingame planets all the same size? I'm planning on using Mars as a placeholder for Epsilon III for the map, so I'd like to know if I can expect them to look the same size ingame.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  2. #852
    The planets are different sizes I think (not at home atm). If you use Mars I'll base epsilon 3 off that.

    I'd forgotten we'd discussed revamping the Epsilon map, sry.


    HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist

  3. #853
    No problem. I was thinking of doing two versions, with one of them being Babylon 4 vs. Babylon 5. What do you think?

  4. #854
    Yes, call the map "Babylon Squared" like the episode.

    Infact you could design the B5 only map and the squared map together. The B5 only map could be say 2-3 player and the squared map 4-5. The squared map would be exactly the same as the B5 map, just "mirrored".

    Or something like that.

    As I think I've said before I intend to split the ship spawn awards into a set of different awards with different selections of award ships. Some of these will have jump gates and some not. Please include a ship spawn point "close" to B5 (but not too close!) which I can adapt in the future to include a jump gate as per B5 in the series. In the squared map this could be midway between the two stations (?).

  5. #855
    My thoughts exactly on the ship spawn.

  6. #856
    TONV, I've cobbled together a quick epsilon 3 model which is on the svn and placed in the epsilon map. The top and bottom of the texture are crap, so make sure you position them to not be visible - as I have done on the current epsilon map.

    A screeny or two would be nice!

    Edit: some pics:


    (click pics to open full image)
    Last edited by CnlPepper; 15th Dec 09 at 6:21 PM.

  7. #857
    Member Nathanius's Avatar
    Join Date
    Jul 2009
    Location
    Brisbane
    Hi guys,

    As requested here are my specs:

    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255)
    Language: English (Regional Setting: English)
    BIOS: BIOS Date: 09/14/09 21:21:31 Ver: 08.00.15
    Processor: AMD Phenom(tm) II X2 550 Processor (2 CPUs), ~3.1GHz
    Memory: 4096MB RAM
    Graphics Card: ATI Radeon HD 4770
    Available OS Memory: 4096MB RAM
    Page File: 1737MB used, 6451MB available
    DirectX Version: DirectX 11
    DxDiag Version: 6.01.7600.16385 32bit Unicode

    I had a look in the Hw2.log file and it wasn't to do with the B5 mod, so I deleted that file and added "-luatrace" to the B5 shortcut i've got then I ran through until it crashed again. There wasn't a Hw2.log file there when I went to /bin/release!

    I don't know really, it could be something to do with the Hiigarans or Vagyr? Perhaps it's time to remove them from the available list of races? I'm just able to guess here now...

    If it ever does generate a log i'll post it though


    Remember, no matter where you go, there you are.

  8. #858
    Well, if it has something to do with the Hiigaran or Vaygr race, then the problems should go away when you don't use them in a game. To test it, set any AI opponents to not use those races and of course, don't play them yourself.

    I'll run a test to see if having a Hiigaran or Vaygr opponent triggers a crash too.


    *edit*
    No crashes for me. I tested it once where I didn't let my opponent capture Babylon 5 and once where I sat passive until he sent fighters to capture the station, and nothing happened. The game ran fine.

    I just remembered: If your game doesn't generate a log file, it may be due to permissions needed by programs to create files inside the program files folder.

    Try moving the game out of that folder. Then it should create the log file. (I usually keep all my games in a C:\Games folder for the same reason)
    Last edited by TON_Viper; 18th Dec 09 at 9:55 AM.

  9. #859
    How is the Nebula in the background set up? Whenever I use a background HOD for something, it moves in a wierd way compared to distant objects, like the planet.

  10. #860
    We are having this problem, but the planet is large enough to mostly mask it. I think Relic renders all the background FX (such as a nebula) at a finite distance during the first pass of the renderer. The planets and everything else are then rendered over that, hence the unnatural movement. I suspect the only way to fix it would be to hex edit the executable as I can't find any way to adjust the nebula render distance.

  11. #861
    B5 looks awesome. Are its weapons set up yet ?

  12. #862
    Not yet. CnlPepper has a plan for making the weapons destroyable on the station, so they're taking a bit longer than normal to implement. Just be patient. We'll get there eventually. And you know it'll be worth the wait.

  13. #863
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Wow, I just played this mod for the first time, and it is AMAZING...


    Really, good work guys.

    Hey CNL, I am with Broken Line Studios currently working on Halo: Homefront. I understand you have previously spoken with one of our team members, Velo, about using those awesome shaders. I am not sure what sort of consensus you guys reached, but I would pick up where Velo left off on this matter, so please PM me the details of your previous dealings with Velo, and what (if anything) was agreed or disagreed.
    Last edited by Ringleader; 19th Dec 09 at 10:15 PM.
    "Sorry, you can not add yourself to your own buddy list."

  14. #864
    Okay, since Molo and Black locked the thread in GD - any words guys on when TGU will be back up?

    I still suggest an IRC room for when these things happen.

    -Stefan-

  15. #865
    I haven't heard anything. It isn't the server that has gone down. The mod website is still accessible. It's just TGU itself that can't be reached. I wonder what happened.

    *edit* Use the www.tgu.org.uk/forums/index.php? link to access the forum. Turns out the problem is with the dns somehow.
    Last edited by TON_Viper; 8th Jan 10 at 1:39 AM.

  16. #866
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Hey, I have a question, what is the largest possible size (in dimensions and resolution) of a map background image?

    Are their are any recommended sizes that you use? Because I was looking through the DataSrc file at the TychoStarMap_original/adjusted backgrounds and I noticed how much larger the original was from the adjusted. Which one was used in the mod as the actual background in game?

  17. #867
    None of them.

    The backgrounds ingame are vector based. The images you refer to were used to plot the position of stars ingame for our backgrounds. Every star is placed on the background as a point at a certain coordinate. The coordinates are given from the information in the adjusted file. There were simply too many points of information in the original. Hence, the adjusted one.

  18. #868
    Member maxdamage's Avatar
    Join Date
    Dec 2003
    Location
    Gauteng,South Africa
    @TON_Viper

    Thanks.The linked worked but the site has lost everything from 11th of May 2009 to now.
    ::

  19. #869
    My guess is that the tgu.org.uk forum is a backup of the forum that was separated from the main site back in may.

    We can hope that the real forum will be back with no posts lost.

    In the same way, we should probably expect that anything we post on the tgu.org.uk forum won't carry back to the main forum.

  20. #870
    Member maxdamage's Avatar
    Join Date
    Dec 2003
    Location
    Gauteng,South Africa
    Wanted to talk to Texas Ranger through msn live messenger but cannot find him in my contacts list and his msn live contact number isn't available in his profile at the TGU.Stange though as I have talked to him through msn live messenger a couple of times though....

  21. #871
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    None of them.

    The backgrounds ingame are vector based. The images you refer to were used to plot the position of stars ingame for our backgrounds. Every star is placed on the background as a point at a certain coordinate. The coordinates are given from the information in the adjusted file. There were simply too many points of information in the original. Hence, the adjusted one.
    I apologize for my lack of knowledge in the matter, but I am not entirely sure what you mean. I think you mean that the adjusted is just like a reference for all the coordinates? What is the original used for other then shrinking? While the stars are separate completely?

    We used a large image to make our backgrounds, and I assumed it was all done the same way.

  22. #872
    Well, creating a background is really a 3 stage process.

    First, as you mention, you use an image as a reference for the color information in the background, which in the case of the solar system backgrounds is just black.

    Then you use CFHodEd to add stars to the background. You can either do it manually or as we did in this case, use an image to add thousands of stars at once.

    Finally, you'll need to define the color of the lights in the map in a separate file. Again, we use CFHodEd for this.

  23. #873
    I got tired of waiting for TGU to be fixed, so I set up a team forum on Moddb.

    This is only for the dev team to post in at the moment, so any team members, post here if you don't have access so I can set it up properly.

  24. #874
    Member
    Join Date
    Aug 2004
    Location
    France (no, not Paris !)
    ok for me, I just post a message

  25. #875
    Ok, at least the forum is working then. I see that myself, CnlPepper and Snake are registered users on Moddb. The rest of the team just needs to post your moddb usernames in this thread. Then I'll add you to the team group on moddb so you can use the forum there. That will also allow you full access to add content on our moddb page.

  26. #876
    I'm Sastrei on ModDB too.

    -Stefan-

  27. #877
    You have been invited on there.

  28. #878
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    The planets in game appear to be very highly detailed, do you use multiple meshes that use the maximum texture size?

  29. #879
    They are a single mesh with a customised 4-pass pixel shader. It supports a simplified form of BRDF lighting for each layer. There is some more detail on the earth model texturing a few pages back in this topic.

    Edit: here is the relavent post: http://forums.relicnews.com/showpost...&postcount=678

  30. #880
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Hmm, that seems to be out of my technical ability range, but I see that the textures are within the range of the game constraints.

    I am interested in having a planet area that holds up to close scrutiny (because you are orbiting above it), so it will basically be a flattened hemisphere with one local texture of earth. I was wondering if it is possible to use the same techniques you used on full planets on these hemi-planets.

  31. #881
    Member KeyBored's Avatar
    Join Date
    Dec 2009
    Location
    Inside a Transport Buffer.... :(
    Oh My Lordy Lord! I thought the B5 mod was "graphically advanced", The words "Almost CGI standard" (sorta) didnt occour to me at the time.....Just amazing, where do i get all these shaders and stuff? When I saw the pictures i thought I was looking at HW3 and i was being dumb by getting HW2, and then i checked, and HW3 hasnt been made (nutters), and this mod is fantastic. Gotta download it! How big is it, because ma dongle has almost ran out.

    How are these passes done and what are they, that earth looks amazing!

  32. #882
    Follow the moddb link in my signature to get the download instructions for the mod. The new shaders are included in the download.

  33. #883
    Just bumping the thread to keep it from falling completely off the forum. Not much has been done on the mod lately, but I wouldn't consider it dead just yet...

  34. #884
    For those of you watching the SVN, I've started to add weapons to Babylon 5!

    Looks pretty!

  35. #885
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Nice, the weapons before were really well made, can't wait to see what you've been working on!

  36. #886
    If you update your copy of the mod, you'll notice another new detail, courtesy of CnlPepper:

    The GOD Sat has independent movement and targeting of its missile pods now. We inch ever closer to completeness.

  37. #887
    Member maxdamage's Avatar
    Join Date
    Dec 2003
    Location
    Gauteng,South Africa
    @TON_Viper

    I registered at moddb using my username maxdamage so you can add me to the list so I can get access to the forums.

  38. #888

  39. #889
    Member Rev Species 116's Avatar
    Join Date
    Oct 2006
    Location
    Terminal Dogma, Auckland, New Zealand
    Their appears to be another way of downloading from the SVN without having a 3rd party program (such as tortoiseSVN), and without having to download the files one by one.

    At the bottom of http://b5wwe.svn.sourceforge.net/vie...we/trunk/Data/ you will see a link called 'Download GNU tarball'. This will 'zip' all the files up as they are, and download them to the place of your choosing. Magic, eh But, just like the tortoiseSVN option, this is not for those faint-of-heart.
    @ #Homeworld
    <molo> here's a question
    <molo> what if a school blocked proxies
    <molo> how would you get around them

  40. #890
    Nice tip.

    You'll just need a program that can extract that format. It is mainly used on Linux, so the built function in windows can't do it.

  41. #891
    Pretty sure 7-zip can open tarballs.

  42. #892
    you're probably right. That program is very versatile.

  43. #893
    Dled that GNU turball and now i have the files on my comp. tryed putting the folder DATA in were game data is at (after making a back up) but all it did was add a new game type and CTD when the gamelvl was 95% loaded. might be doing it wrong so could someone tell me what i need to do or if there is a better DL place.

  44. #894
    You'll need to edit the game shortcut to accept the mod files. Just add -overrideBigFile to the target line in the shortcut and it should work.

  45. #895
    add it it at the end of the target line and it only said invalid path when i clicked aply. did i add it in the wrong area?

    nevermind. someone elses mod required something like that and i didnt know u had to add a space at the end of the target line. seems to work now

  46. #896
    Glad you got it working in spite of me not mentioning the space. I was getting tired of explaining this so often, so I just gave the basic info.

    This forum should have a sticky topic on how to get mods working generally.

    It's pretty much always either -mod [modname].big or -overrideBigFile, or both, so it can be explained in a few words.

  47. #897
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Ton, did you receive my PM? Please make sure your inbox isn't full.

  48. #898
    the only PM I have in my inbox from you is from last year, and it isn't full. I only have 49 messages there total, and it says I'm allowed up to 75. I should get any pm you send, so I don't know why I haven't. Try sending it again.

  49. #899
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Wow, checking my sent messages, it appears that I never had sent one in the first place! I guess it never went through.

    Sorry for the confusion, I will send a new message soon.

  50. #900
    Here's a mod update for you all:

    Work is progressing on Babylon 5. Currently the station is indestructible ingame, so you'll have to capture it instead. Eventually, its weapons will sit on a subsystem, so they can be disabled to make this easier.

    CnlPeppers LevelLink utility will soon lead to a bunch of new maps with "monsters", like a Shadow Battlecrab or firstones fighters spread throughout, guarding valuable sections of the map.

    Then there's the problem with the music restarting halfway through the songs on the second playthrough. I've attempted to fix it by implementing the random music script by Mikail and Evillejedi. This means that instead of repeating a number, it will start a new playthrough. This has fixed it mostly, but not completely. At least, the problem will now take an hour before it shows up instead of 15 minutes.

    Finally, CnlPepper has uploaded a work in progress preview of the Cotton Tender model he's working on. It's only partially textured, and the turrets don't work yet, but it still looks stunning.


    So, update your SVN's and check it out.

Page 18 of 24 FirstFirst ... 89101112131415161718192021222324 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •