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  #1  
Old September 25th, 2003, 07:49 PM
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Wydraz Wydraz is offline
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Default Re: Planets... or billiard balls?

Uh, let's not get to wacky here. I've been making my own skyboxes, and I can tell you that turning it into the surface of a planet just won't work. At best you will feel like you're floating high above the surface of a cube-shaped world.

Because the skybox is tiled, there is no way to split the sky in half (it is a giant cube that surrounds you, with each side using a background tile four times, and a secondary 'feature' tile in the center). So at best you'd either be hovering above the ground plane, or you'd feel like you're inside a box.

I was thinking more along the lines of having a super-scaled planet, and hiding a space-sation inside; or for that matter making a huge space station that looked like a planet! It's weapon hardpoints could look like cities on the planet's surface.

[ September 25, 2003, 18:52: Message edited by: Wydraz ]
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Old September 25th, 2003, 07:56 PM

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Default Re: Planets... or billiard balls?

Hover tanks? Nah.

I have DO... i wonder if there could be a way to mate the two games so that a [portal] (like the warp point) would transfer you to that map type for ground combats. If that was the case, you would be able to have space combat in the SF engine, then ground combat in the DO engine... which would allwo for the creation of multiple cities on any planet... multiple battlescapes... perhaps SF II or SEV could run with this idea...
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Old September 25th, 2003, 08:33 PM
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Alpha Kodiak Alpha Kodiak is offline
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Default Re: Planets... or billiard balls?

I suppose you could go to an all black background, activate the grid and think of it as "Battlezone" on steroids, but I guess there are other things that would make better mods....
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Old September 25th, 2003, 08:41 PM

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Default Re: Planets... or billiard balls?

Anyone know if there are 'cloaks' in the full Version? I'm thinking of something that prevents others from seeing you, or locking onto you with their targeting while on- you can't fire either until you turn it off...

Ship boarding would be nice, but from the demo, it dosen't look possible.

I also wonder if there might be a way to mod in gravity from planets and suns... or blackholes... which pull you in
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Old September 25th, 2003, 10:11 PM

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Default Re: Planets... or billiard balls?

There is a button to cloak, so presumeably you can cloak in the full Version.

And coding in gravity would be such a nightmare it makes my head hurt just thinking about it (hint: count the number of planets Freeport has)
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Old September 28th, 2003, 12:27 AM

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Default Re: Planets... or billiard balls?

Gravity whirlpool
ccccoooooooooolllll lol

You should only have that for blackholes really or/and planets really close (5-10 ls from surface)
Tho I think something should be done to make stars abit more dangerous. High Grav, radiation at close range, affects shields or something oh and they definatly need to be bigger (at least twice the size of an aaverage planet IMO)

As for my mod idea, I will get started on it first thing I get the game eta: unknown, mail money to PO Box: get DeadZone a game fund
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Old September 28th, 2003, 05:42 AM

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Default Re: Planets... or billiard balls?

Quote:
Originally posted by Phoenix-D:
And coding in gravity would be such a nightmare it makes my head hurt just thinking about it)
Well, having gravity would make no sense since the planets and moons aren't in orbit around anything. I don't see any reason to model gravitational effects. It might be nice to have a "Warning: Gravity Field Detected" message when you get close to a planet, just to give you a feel for when you are getting too close for comfort. But it's such a minor tweak I wouldn't want Aaron to lose any sleep over it.

Quote:
hint: count the number of planets Freeport has
Why would the number of planets make any difference in the code?
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