Laser type weapon graphics
Okay so I got it to work, seems I was mislabeling my lights which is why they weren't showing up earlier. However someone needs to figure out how to set the duration and phase if we want it to look good. There is too much down time between pulses to get much of a noticeabe effect.
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The main idea is to use the little blinking strobe lights you see on ships and bases to make a 3d model projectile look more bright and "glowy" like what we expect of a laser (although in real life you wouldn't see the beam at all since space is a near vacuum). The strobe light properties are defined by the joint's name in milkshape which contains numbers for RGB and brightness values of the light. I'd like to be able to make the lights stay on constantly instead of blinking, but there doesn't seem to be a way to define pulse width and phase to ensure that the lights are on for the entire lifetime of the projectile.
mad, I remember you trying to get a .x exporter working that could affect the phase. Did you ever have any results?
mad, I remember you trying to get a .x exporter working that could affect the phase. Did you ever have any results?
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well, it was working and i was preparing it for distribution, then i crashed and lost some of it, and then i got it working, then i broke it, then i gave up / lost interest.
results were i was able to get a .x file to be converted to alleg format, including fancy things like multi detail levels with or without auto cvh definition.
i probably still have it somewhere, though changes are it isn't working fully, and there are multiple versions of it and its all a bit of a mess.
does anyone have any info on the format of allegiance models how allegiance stores its models, something that would look like
http://en.wikipedia.org/wiki/Windows_bitma...BMP_file_format
saying how to read a a allegiance model file if i were to try to write a program from scratch reading individual bytes and doing stuff with them?
already made algorithms may be ok, but text and table explanations would be preferable.
whether i would be able to do anything with them would be a matter oh how much free time i have.
i was thinking a light editor may not be too hard to make provided it doesn't have to add extra lights, if i could get it to read the light information then i could get it into a nice GUI where it could be easily modified then saved back to where it got it from.
results were i was able to get a .x file to be converted to alleg format, including fancy things like multi detail levels with or without auto cvh definition.
i probably still have it somewhere, though changes are it isn't working fully, and there are multiple versions of it and its all a bit of a mess.
does anyone have any info on the format of allegiance models how allegiance stores its models, something that would look like
http://en.wikipedia.org/wiki/Windows_bitma...BMP_file_format
saying how to read a a allegiance model file if i were to try to write a program from scratch reading individual bytes and doing stuff with them?
already made algorithms may be ok, but text and table explanations would be preferable.
whether i would be able to do anything with them would be a matter oh how much free time i have.
i was thinking a light editor may not be too hard to make provided it doesn't have to add extra lights, if i could get it to read the light information then i could get it into a nice GUI where it could be easily modified then saved back to where it got it from.


