• Stargate Carter Addon Pack
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[QUOTE=AlexALX;39653838][B]@Avent[/B] It looks good, but maybe should be bit lighter around the edges? Also maybe it should be very bit blue? Or maybe not... Not sure. Anyway good work.[/QUOTE] Errmagerd! Tis soo pweety :P I can do that :D I'll start with the lighter edges, then make a more blue version ;) Oh, btw, which version did u use? 512x512 or 1024x1024? Just so that I only have to make 1 next time :P These are both 512x512, but I can easily re-render the larger one, whichever u ended up using. Once again, I can make any changes u think it needs; I'm not overly attached to any specific designs :D [b](bluer) dark edges[/b] [IMG_THUMB]https://dl.dropbox.com/u/19905635/file%20hosting/SGU%20Event%20Horizon%20Blue%20Dark%20Edges%20512x512.png[/IMG_THUMB] [url]https://dl.dropbox.com/u/19905635/file%20hosting/SGU%20EH%20Blue%20Dark%20Edges%20Loop%20Targa%2032bp%20512x512.zip[/url] [b](bluer) light edges[/b] [IMG_THUMB]https://dl.dropbox.com/u/19905635/file%20hosting/SGU%20Event%20Horizon%20Blue%20Light%20Edges%20512x512.png[/IMG_THUMB] [url]https://dl.dropbox.com/u/19905635/file%20hosting/SGU%20EH%20Blue%20Light%20Edges%20Loop%20Targa%2032bp%20512x512.zip[/url]
Okay, I think I've achieved a pretty good result using a blue-er version of the one I sent you, with light edges, at 1024x1024 pixels. [B]Individual frames for import into vtfEdit[/B] [url]https://dl.dropbox.com/u/19905635/file%20hosting/SGU%20EH%20Blue%20Light%20Edges%20Loop%20Targa%2016bp%201024x1024.zip[/url] [B]Actual VTF file used to achieve result (has path to extract the vtf to within the zip)[/B] [url]https://dl.dropbox.com/u/19905635/file%20hosting/horizon_new.zip[/url] [B]Complimentary screenshot >:3[/B] [IMG_thumb]http://cloud-2.steampowered.com/ugc/576729977655678798/03A664AA215411BF21C4FD2227FCB6DE7E237396/[/IMG_thumb] Rest of the screenshots I took can be seen here; [url]http://steamcommunity.com/id/lecaay4/screenshots/[/url] [I]Comments? Questions? Queries? :v: [/I]
i used 1024 textures, right now havn't time to test again... later) Hm, maybe now it should be more gray)
Most of the blue comes from the bloom, so I recommend u check it out ingame when u get the chance :P But still, if grey is required, grey will happen!!! :D (But not until I've had some sleep :3)
To the looks of the screenshot it's slightly to blue than that we're used to! What's the current file size of the final vtf?
[QUOTE=Avent;39655064]Okay, I think I've achieved a pretty good result using a blue-er version of the one I sent you, with light edges, at 1024x1024 pixels. [B]Individual frames for import into vtfEdit[/B] [url]https://dl.dropbox.com/u/19905635/file%20hosting/SGU%20EH%20Blue%20Light%20Edges%20Loop%20Targa%2016bp%201024x1024.zip[/url] [B]Actual VTF file used to achieve result (has path to extract the vtf to within the zip)[/B] [url]https://dl.dropbox.com/u/19905635/file%20hosting/horizon_new.zip[/url] [B]Complimentary screenshot >:3[/B] [IMG_thumb]http://cloud-2.steampowered.com/ugc/576729977655678798/03A664AA215411BF21C4FD2227FCB6DE7E237396/[/IMG_thumb] Rest of the screenshots I took can be seen here; [url]http://steamcommunity.com/id/lecaay4/screenshots/[/url] [I]Comments? Questions? Queries? :v: [/I][/QUOTE] that looks so beautiful good job
[QUOTE=Boba Fett;39655983]To the looks of the screenshot it's slightly to blue than that we're used to! What's the current file size of the final vtf?[/QUOTE]~46 mb, sg1 eh is 35mb i think... [editline]20th February 2013[/editline] [B]@Avent[/B] after look in game... it seems like all fine) you also need do unstable (flicker) textures and will be good. Also i'm not sure, but maybe if use 512*512 textures it will be better? if the quality will be almost no loss, then will be better use smaller textures for performance. So probably we should compare in game both variants...
[QUOTE=Avent;39655064] [IMG_thumb]http://cloud-2.steampowered.com/ugc/576729977655678798/03A664AA215411BF21C4FD2227FCB6DE7E237396/[/IMG_thumb] [/QUOTE] Maybe you could copy the file and make it the copy blue so there is a high res eh for all the kinds of gates. Plus, a high res EH like this may grab some attention from SG fans with gmod or inspire some cool gametypes. [editline]20th February 2013[/editline] Glad to see that there's somebody willing to help with CAP still :) [editline]20th February 2013[/editline] [QUOTE=AlexALX;39655091]i used 1024 textures, right now havn't time to test again... later) Hm, maybe now it should be more gray)[/QUOTE] with this new eh, there will have to be some changes in the lighting for the SGU EH (Unless the lighting for the sgu gate's eh is already gray, I haven't been on gmod in a while) [editline]20th February 2013[/editline] I was searching through YouTube and found one of Alex's videos and I have to ask, [video=youtube;JPlH2KzKuaw]http://www.youtube.com/watch?v=JPlH2KzKuaw[/video] Was this e2 ever released?
If the EH turns out better than the ones we've got currently I'm totally fine with it, same goes for the supergate as currently that is a screen capture from the series and yea really is quite the bad quality so if anyone could make a decent eh for that than that would be awesome that texture should be at least 1024² and well even perhaps 2048² depending on the final byte size that is!
The cfd's Unlock Code input is now a string? I had a CFD Iris e2 that was dependent on it not being a string :(
[QUOTE=AlexALX;39656298]~46 mb, sg1 eh is 35mb i think... [editline]20th February 2013[/editline] [B]@Avent[/B] after look in game... it seems like all fine) you also need do unstable (flicker) textures and will be good. Also i'm not sure, but maybe if use 512*512 textures it will be better? if the quality will be almost no loss, then will be better use smaller textures for performance. So probably we should compare in game both variants...[/QUOTE] I tried the 512x512 version, looked like crap from close range :S Only saving like 15mb though; I can't imagine it being THAATTT big of a difference to just go with 1024x1024 :v: I can try to re-create the universe flicker effect; but my only reference atm is like 3-10 frames from the episode 'Twin Destinys', so if you have any specific-looking effect in mind, u should send me a pic :D [QUOTE=kibbols;39659845]Maybe you could copy the file and make it the copy blue so there is a high res eh for all the kinds of gates. Plus, a high res EH like this may grab some attention from SG fans with gmod or inspire some cool gametypes.[/QUOTE] I thought the milkyway and pegasus gates already had pretty decent event horizons? The only way I'm aware of that will allow it to look 100% perfect, even when you're rightttt next to it and about to teleport, is to use textures at a quality high enough to take up several hundred megabytes. [QUOTE=Boba Fett;39660805]If the EH turns out better than the ones we've got currently I'm totally fine with it, same goes for the supergate as currently that is a screen capture from the series and yea really is quite the bad quality so if anyone could make a decent eh for that than that would be awesome that texture should be at least 1024² and well even perhaps 2048² depending on the final byte size that is![/QUOTE] OOoh! I'll totally have a go at the supergate if I get the chance; I'd love to actually give it an opening animation like the one in the show (kind of like a circle transition from microsoft powerpoint). However, if anyone else is going to have a go; by all means go ahead, don't let me get in the way >:3
[QUOTE=Avent;39666746]I thought the milkyway and pegasus gates already had pretty decent event horizons? The only way I'm aware of that will allow it to look 100% perfect, even when you're rightttt next to it and about to teleport, is to use textures at a quality high enough to take up several hundred megabytes.[/QUOTE] I'm not saying those are bad, I'm merely saying that yours are better.
We'll compare them when we'll get the files! or the screenshots!
What's the proper way to submit a patch to CAP for approval? I've never really used SourceForge.
[QUOTE=Boba Fett;39660805]If the EH turns out better than the ones we've got currently I'm totally fine with it, same goes for the supergate as currently that is a screen capture from the series and yea really is quite the bad quality so if anyone could make a decent eh for that than that would be awesome that texture should be at least 1024² and well even perhaps 2048² depending on the final byte size that is![/QUOTE] That's gonna lag so much on slower PC's. Current supergate animation lagged me even on 9800GT
[QUOTE=Tsukasa;39667546]What's the proper way to submit a patch to CAP for approval? I've never really used SourceForge.[/QUOTE]What exacly doing your "patch"? You can send it only to cap team (coders) via pm (upload somewhere and give link). Right now there is no active coders except me, but I haven't much of free time right now...
[QUOTE=Tsukasa;39667546]What's the proper way to submit a patch to CAP for approval? I've never really used SourceForge.[/QUOTE] Send it to one of the active members and they'll check it depending what it is it might be handled faster or slower if it's much to go through.
Has anybody else tried to create a Stargate e2? It's an e2 that makes holos to work like a stargate. So far I can make it tp props. I'm getting there though :) [editline]21st February 2013[/editline] Just learned that it isn't possible for me to get the e2 to teleport players without an extention... I got so close too.
[QUOTE=AlexALX;39668581]What exacly doing your "patch"? You can send it only to cap team (coders) via pm (upload somewhere and give link). Right now there is no active coders except me, but I haven't much of free time right now...[/QUOTE] It adds a wire input and output to all gates and the mobile DHD to allow communication between connected gates through wire. Just a simple "Transmit" input and "Received" output. It's a change I've been doing to the Stargates for years. Thought it about time I see if it could be made official.If I recall correctly, I started adding it after aVoN removed the "Send Iris Code" and "Received Iris Code" (or whatever they were called, I've forgotten) from the iris.[url]http://pastebin.com/2Fpn4SY6[/url] is the patch as a diff if you want to take a look.
[QUOTE=Tsukasa;39675315]It adds a wire input and output to all gates and the mobile DHD to allow communication between connected gates through wire. Just a simple "Transmit" input and "Received" output. It's a change I've been doing to the Stargates for years. Thought it about time I see if it could be made official.If I recall correctly, I started adding it after aVoN removed the "Send Iris Code" and "Received Iris Code" (or whatever they were called, I've forgotten) from the iris.[url]http://pastebin.com/2Fpn4SY6[/url] is the patch as a diff if you want to take a look.[/QUOTE]You link is broken, patch not complete loaded and cut after " function ENT:SpawnFunction(p,t)" so...
[QUOTE=kibbols;39672569]Has anybody else tried to create a Stargate e2? It's an e2 that makes holos to work like a stargate. So far I can make it tp props. I'm getting there though :) [editline]21st February 2013[/editline] Just learned that it isn't possible for me to get the e2 to teleport players without an extention... I got so close too.[/QUOTE] You did I wish you could finish it. It look awesome!!
[QUOTE=sdbrendan;39678066]You did I wish you could finish it. It look awesome!![/QUOTE] I wish I could finish it too, but it is currently impossible to teleport a player on just wire e2 functions. It would require an extension to complete, but I wanted this to be able to be used in any server with wire.
[QUOTE=AlexALX;39677113]You link is broken, patch not complete loaded and cut after " function ENT:SpawnFunction(p,t)" so...[/QUOTE] It's all there. The program that generates the patch files includes the 3 lines above and below each change to give it context. The files changed are marked with "---", line numbers marked with "@@", and changed lines are marked with "-" (removed) and "+" (added). Ignore the one that has "No newline at end of file." I thought I removed all of those.
[QUOTE=Tsukasa;39681955]It's all there. The program that generates the patch files includes the 3 lines above and below each change to give it context. The files changed are marked with "---", line numbers marked with "@@", and changed lines are marked with "-" (removed) and "+" (added). Ignore the one that has "No newline at end of file." I thought I removed all of those.[/QUOTE]Fine, maybe you are right, but for what exacly you need this inputs/outputs? i have no idea for what people should use it...
[QUOTE=AlexALX;39682382]Fine, maybe you are right, but for what exacly you need this inputs/outputs? i have no idea for what people should use it...[/QUOTE] They're just so that data can be sent through stargate wormholes. Would be useful if setting up something like the sgc where offworld teams and allies dial your stargate and send messages through it to you.
[QUOTE=AlexALX;39682382]Fine, maybe you are right, but for what exacly you need this inputs/outputs? i have no idea for what people should use it...[/QUOTE] Things like E2 gate computers so that they're able to communicate with eachother directly. Such as for sending an iris code or messages and such.
I've been working on an e2 that works like the Atlantis Hologram projector entity. It's not done yet, but it's getting there. If you want to try it out in it's early, yet functional, stage here it is. [CODE]@name Atlantis Style Holo @persist Vec:vector interval(1000) Vec = entity():pos() Radius = findInSphere(Vec,140) holoCreate(10,entity():pos()+vec(150,0,0),vec(1,1,1)) holoAng(10,ang(0,0,entity():angles():roll())) holoParent(10,entity()) holoModel(10,"models/hunter/blocks/cube025x05x025.mdl") holoCreate(11,entity():pos()+vec(0,150,0),vec(1,1,1)) holoAng(11,ang(0,90,entity():angles():roll())) holoParent(11,entity()) holoModel(11,"models/hunter/blocks/cube025x05x025.mdl") holoCreate(12,entity():pos()+vec(0,-150,0),vec(1,1,1)) holoAng(12,ang(0,90,entity():angles():roll())) holoParent(12,entity()) holoModel(12,"models/hunter/blocks/cube025x05x025.mdl") holoCreate(13,entity():pos()+vec(-150,0,0),vec(1,1,1)) holoAng(13,ang(0,0,entity():angles():roll())) holoParent(13,entity()) holoModel(13,"models/hunter/blocks/cube025x05x025.mdl") if (Radius) { lightCreate(1,entity():pos(),vec(63.75,127.5,255)) lightParent(1,entity()) lightToggle(1,1) findByClass("player") findIncludeClass("player") holoCreate(1,entity():pos()+vec(0,0,20),vec(1,1,1)) holoParent(1,entity()) holoModel(1,"models/gman.mdl") holoAnim(1,15) holoCreate(2,entity():pos()+vec(0,0,0),vec(1,1,1)) holoParent(2,entity()) holoModel(2,"sphere") holoColor(2,vec(0,127.5,0)) holoCreate(3,entity():pos()+vec(0,0,10),vec(10,10,15)) holoAng(3,ang(180,0,entity():angles():roll())) holoParent(3,entity()) holoModel(3,"cone") holoMaterial(3,"cmats/genfield") holoColor(3,vec(255,255,255),10) } else { holoDelete(1) holoDelete(3) holoColor(2,vec(127.5,0,0)) lightToggle(1,0) }[/CODE]
[QUOTE=Tsukasa;39683205]Things like E2 gate computers so that they're able to communicate with eachother directly. Such as for sending an iris code or messages and such.[/QUOTE]Isn't this input/otputs should be STRING then?
I have a question. Why is the Unlock Code input on the CFD a string now?
[QUOTE=kibbols;39687010]I have a question. Why is the Unlock Code input on the CFD a string now?[/QUOTE]because how you will send via number ABCDF letters?...
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