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 Post subject: Freelancer Vanilla Domes
 Post Posted: Sun Apr 27, 2014 10:38 am 
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You know the Domes From Vanilla that you could always look in but never play inside? well that is changed now ... thanks to Dwn`s hard work

Final pictures of the new domes installed in the UV (note that some video cards may not show the glass as opaque, go figure)

Image

Image

Image

if you want to add these domes to your own mod here is the download. Credit is appreciated.

[RIP]DwnUndr


http://ripteam.com/downloads/final_bio_domes.zip

a Short video of us using the new dome in The Underverse 2.29

https://www.youtube.com/watch?v=_zUlGOt ... sQ&index=2

Thunder Dome concept ..Two go in sometimes none come out :mrgreen:

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sat Mar 28, 2015 5:37 pm 
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Question on the domes.
I notice there are a LOT of domes being added to the solararch.ini file. What are the differences between them. Is it possible to add just one?
(Looking into it as I type this...)


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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sat Mar 28, 2015 6:29 pm 
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I added just a plain arena dome. Looks good although the domes are not transparent. Basically I added the two solararches for the arena dome, all associated files in the SOLAR file and the two objects to the system file.

Also, the four system lights although I used the same location points as you provided while the dome is placed elsewhere from your original coordinates.

What else should I be doing?


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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sat Mar 28, 2015 6:58 pm 
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Another question... (these are awesome btw), how can they be made so they're not visible to the eye until you're about 10k away? Right now they can be seen from across the system.


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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sat Mar 28, 2015 7:28 pm 
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Sorry if this is coming across as stream of consciousness, sometimes that's the only way I can keep my thoughts in order.
So, I added the dome, working great. I changed the visibility to appear/disappear at 35k by editing the LODranges to 0, 30000.

The only thing left is the glass opacity. Right now it looks like the panes are covered with plating.


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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sat Mar 28, 2015 10:26 pm 
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Hiya Robocop,

As you noticed, all entries for each type of dome have to be included.

The opacity is always a hit or miss. In the UV I added the plain one to four systems. Three worked perfect, the fourth came out not transparent. I had to play with the lighting placement, lighting colors and starspheres to make it come out. The mausoleum dome in another system I could never get transparent. Silly old game, heh. If you figure out the secret post it here!

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sat Mar 28, 2015 10:53 pm 
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I moved the light sources to surround the domes on all four corners.
(The dome is in the middle of one of the squares on the map and the light sources are on each corner.

That didn't do it. Either way it's an awesome addition but it would be that much cooler if you could have spectators outside.

Any suggestions on placement of light sources?


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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sun Mar 29, 2015 11:50 am 
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I like to have one light source slightly below it so the bottom texture shows up, otherwise it is just one big black bottom.

When I get back today I will post stats of the ones that work...

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sun Mar 29, 2015 2:48 pm 
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Here is the first one:

FW01:
Note 1: This is an event system and I have two domes in here.
Note 2: Even though the three light sources are at elevation 0 and the domes are at elevation -4000, the bottom of the dome is lit up. It should not be, this strange light problem in freelancer is why the transparency does not always work. The extra light (which does not manifest in most systems) might be coming from the one of the three [Background] entries or the [Ambient] color. Messing with those got me to fix one system, but not another.
I know you use vanilla systems and altering the [Ambient] and [Background] is not desirable,


[SystemInfo]
name = FW01
space_color = 0, 0, 0
local_faction = co_ni_grp

[TexturePanels]
file = UNIVERSE\HEAVENS\shapes.ini

[Dust]
spacedust = Dust

[Ambient]
color = 60, 20, 10

[Background]
basic_stars = SOLAR\STARSPHERE\starsphere_stars_walker.cmp
complex_stars = SOLAR\STARSPHERE\starsphere_br02_stars.cmp
nebulae = SOLAR\STARSPHERE\starsphere_br05.cmp



[LightSource]
nickname = FW01_system_light
pos = -30888, 0, 162
color = 255, 238, 230
range = 80000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[LightSource]
nickname = FW01_system_light_01
pos = 52, 0, 20812
color = 255, 238, 230
range = 6000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[LightSource]
nickname = FW01_system_light_02
pos = 317, 0, -20758
color = 255, 238, 230
range = 6000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION



[Object]
nickname = FW01_UVbioD_1
ids_name = 261167
rotate = 0, 90, 0
pos = 18, -4000, 18871
archetype = UVbioD_short

[Object]
nickname = FW01_UVbioE_1
ids_name = 261167
rotate = 0, 90, 0
pos = 18, -3999, 18871
archetype = UVbioE_short

[Object]
nickname = FW01_UVbioD_2
ids_name = 261167
rotate = 0, 90, 0
pos = 64, -4000, -18714
archetype = UVbioD_short

[Object]
nickname = FW01_UVbioE_2
ids_name = 261167
rotate = 0, 90, 0
pos = 64, -3999, -18714
archetype = UVbioE_short


Attachments:
FW01.jpg
FW01.jpg [ 115.2 KiB | Viewed 7783 times ]

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sun Mar 29, 2015 3:07 pm 
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MP01: (Another event system with two domes in it)

[SystemInfo]
name = MP01
space_color = 0, 0, 0
local_faction = co_ni_grp

[TexturePanels]
file = UNIVERSE\HEAVENS\shapes.ini

[Dust]
spacedust = Dust

[Ambient]
color = 60, 20, 10

[Background]
basic_stars = SOLAR\STARSPHERE\starsphere_stars_basic.cmp
complex_stars = SOLAR\STARSPHERE\starsphere_br03_stars.cmp
nebulae = SOLAR\STARSPHERE\starsphere_br02.cmp



[LightSource]
nickname = MP01_system_light
pos = 38431, 0, 236
color = 247, 0, 18
range = 60000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[LightSource]
nickname = MP01_system_light_02
pos = 15522, 9000, 29
color = 255, 255, 255
range = 10000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION


[Object]
nickname = MP01_UVbioD_1
ids_name = 261167
pos = 23048, 0, 44038
archetype = UVbioD

[Object]
nickname = MP01_UVbioE2_1
ids_name = 261167
pos = 23048, 1, 44038
archetype = UVbioE

[Object]
nickname = MP01_UVbioD_2
ids_name = 261167
pos = 21053, 0, -41338
archetype = UVbioD

[Object]
nickname = MP01_UVbioE2_2
ids_name = 261167
pos = 21053, 1, -41338
archetype = UVbioE


Attachments:
MP01.jpg
MP01.jpg [ 116.59 KiB | Viewed 7781 times ]

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sun Mar 29, 2015 3:16 pm 
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CT01:

[SystemInfo]
name = CT01
space_color = 0, 0, 0
local_faction = co_ni_grp

[TexturePanels]
file = UNIVERSE\HEAVENS\shapes.ini

[Dust]
spacedust = Dust

[Ambient]
color = 60, 20, 10

[Background]
basic_stars = SOLAR\STARSPHERE\starsphere_stars_basic.cmp
complex_stars = SOLAR\STARSPHERE\starsphere_br02_stars.cmp
nebulae = SOLAR\STARSPHERE\starsphere_ku07.cmp



[LightSource]
nickname = CT01_system_light
pos = -21774, 0, 9644
color = 255, 255, 255
range = 90000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[LightSource]
nickname = CT01_system_light_01
pos = 8226, 0, -14828
color = 255, 255, 255
range = 100000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION



[Object]
nickname = CT01_UVbioA
ids_name = 261167
pos = -3388, 0, -8659
archetype = UVbioA

[Object]
nickname = CT01_UVbioC
ids_name = 261167
pos = -3388, 0, -8659
archetype = UVbioC

[Object]
nickname = CT01_UVbioE
ids_name = 261167
pos = -3388, 1, -8659
archetype = UVbioE

[Object]
nickname = CT01_UVbioF
ids_name = 261167
pos = -3388, 2, -8659
archetype = UVbioF


Attachments:
CT01.jpg
CT01.jpg [ 132.14 KiB | Viewed 7781 times ]

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sun Mar 29, 2015 3:23 pm 
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CT02:


[SystemInfo]
name = CT02
space_color = 0, 0, 0
local_faction = co_os_grp

[TexturePanels]
file = UNIVERSE\HEAVENS\shapes.ini

[Dust]
spacedust = Dust

[Ambient]
color = 60, 20, 10

[Background]
basic_stars = SOLAR\STARSPHERE\starsphere_stars_basic.cmp
complex_stars = SOLAR\STARSPHERE\starsphere_br01_stars.cmp
nebulae = SOLAR\STARSPHERE\starsphere_hi01.cmp

[LightSource]
nickname = CT02_system_light
pos = -24499, 0, 11086
color = 239, 255, 76
range = 90000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[LightSource]
nickname = CT02_system_light_01
pos = 13563, 0, -6437
color = 239, 255, 76
range = 100000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION



[Object]
nickname = CT02_UVbioA
ids_name = 261167
pos = 27542, 0, 2823
archetype = UVbioA

[Object]
nickname = CT02_UVbioC
ids_name = 261167
pos = 27542, 0, 2823
archetype = UVbioC

[Object]
nickname = CT02_UVbioE
ids_name = 261167
pos = 27542, 1, 2823
archetype = UVbioE

[Object]
nickname = CT02_UVbioF
ids_name = 261167
pos = 27542, 2, 2823
archetype = UVbioF


Attachments:
CT02.jpg
CT02.jpg [ 85.79 KiB | Viewed 7781 times ]

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Sun Mar 29, 2015 3:32 pm 
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CS01: This is the mausoleum, I never could get it transparent...


[SystemInfo]
name = CS01
space_color = 0, 0, 0
local_faction = gd_gm_grp

[TexturePanels]
file = UNIVERSE\HEAVENS\shapes.ini

[Dust]
spacedust = Dust

[Nebula]
file = SOLAR\NEBULA\CS01_cs_cloud1_01.ini
zone = Zone_CS01_cs_cloud1_01

[Ambient]
color = 60, 20, 10

[Background]
basic_stars = SOLAR\STARSPHERE\starsphere_stars_walker.cmp
complex_stars = SOLAR\STARSPHERE\starsphere_br05_stars.cmp
nebulae = SOLAR\STARSPHERE\starsphere_br03.cmp



[LightSource]
nickname = CS01_system_light
pos = -55226, 0, -30374
color = 192, 192, 192
range = 180000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[LightSource]
nickname = CS01_system_light_01
pos = 22090, 0, 20512
color = 192, 192, 192
range = 100000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION


[Object]
nickname = CS01_UVbioQ
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 0, -34782
archetype = UVbioQ

[Object]
nickname = CS01_UVbioE
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 1, -34782
archetype = UVbioE

[Object]
nickname = CS01_UVbioG
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 3, -34782
archetype = UVbioG

[Object]
nickname = CS01_UVbioH
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 4, -34782
archetype = UVbioH

[Object]
nickname = CS01_UVbioI
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 5, -34782
archetype = UVbioI

[Object]
nickname = CS01_UVbioJ
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 6, -34782
archetype = UVbioJ

[Object]
nickname = CS01_UVbioK
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 7, -34782
archetype = UVbioK

[Object]
nickname = CS01_UVbioL
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 8, -34782
archetype = UVbioL

[Object]
nickname = CS01_UVbioM
ids_name = 261167
rotate = 0, 179, 0
pos = 48965, 9, -34782
archetype = UVbioM


Attachments:
CS01.jpg
CS01.jpg [ 130.43 KiB | Viewed 7781 times ]

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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Tue Mar 31, 2015 10:09 am 
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I'll check these out, thx.
I notice that you have a jpg of the mausoleum dome that shows the dome transparent.

Also, I don't add any non-vanilla items to vanilla systems. Anything like this would be in a completely new system. So, backgrounds etc. shouldn't be a problem.
Although, I do try to keep the added systems consistent with the associated vanilla systems. For example, I'm building a new liberty based system which should have a background consistent with the other liberty systems so, I'll have to take that into consideration.


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 Post subject: Re: Freelancer Vanilla Domes
 Post Posted: Tue Mar 31, 2015 10:59 am 
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It's interesting, I used the exact same positioning and settings as you did for the D/E dome and no transparency.
Just for fun I tried putting a .10 spin on the domes but that didn't work. The ship kept crashing against something invisible inside.


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