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 The BOTF2 Combat System (Download Is In The First Post) 
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Kenneth_of_Borg wrote:
I wonder if changing the background from black to dark gray would help the lighting issue?

If that and everything else fails we can always make the models lighter.
:borg:


GLOWMAPS...make the windows and engines shiny.

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04 Sep 2008, 18:38
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I did not realize that putting glow on the windows and engines would make the whole ship lighter.

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04 Sep 2008, 19:26
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I went through the models and updated there ambient colours, which had some effect, though at the moment here on my dead comp lol.

Regards Wolfe

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04 Sep 2008, 19:57
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I will try to download and play with it this weekend. Trash knows more and may be able to help as well.

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04 Sep 2008, 20:54
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@ Stegrex<

Your voice sounds good and the voice acting is believable on those Cardassian recording. The microphone seams to be of good quality too.

Just one suggestion. Place the microphone so it is not so close to your mouth and nose. It is very sensitive and picks up your breath. I use a head set and place the microphone below my chine. You can not hear me exhale or gasp quit so much. Also if the microphone is on a head set boom be carefully about vibration in the boom that can be picked up by the microphone. Otherwise it is a great job.

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05 Sep 2008, 02:36
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Yeah, thats why I want to re-record them. Recently got Vista, and one of its many benefits is that it is not exactly fully compatible with an "old" audigy sound card, so the mic doesn't pic up unless I am right on top of it. I know a trick to eliminate this (posted earlier about wrapping a towel around it to dampen the sound of air blowing) and hopefully will have cleaner versions up soon.

Thanks for the input Kenneth_of_Borg, I appreciate it :).


05 Sep 2008, 03:26
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Kenneth_of_Borg wrote:
I did not realize that putting glow on the windows and engines would make the whole ship lighter.


It makes it stand out against the black backdrop of space. Trust me on that.

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05 Sep 2008, 13:48
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Ok so what do you guys think?

Sapphire ATI Radeon HD 4870 512MB GDDR5 TV-Out/Dual DVI/HDMI (PCI-Express)

Samsung SpinPoint F1 640GB SATA-II 16MB Cache - OEM (HD642JJ)

Asus P5Q-E Intel P45 (Socket 775) PCI-Express DDR2 Motherboard

Arctic Cooling Freezer 7 Pro CPU Cooler (Socket LGA775)

Intel Core 2 Duo E8500 LGA775 'Wolfdale' 3.16GHz (1333FSB) - Retail

GeIL 4GB (2x2GB) PC2-8500C5 1066MHz Black Dragon EVO ONE DDR2 Dual Channel Kit (GE24GB1066C5DC)

Antec Three Hundred Ultimate Gaming Case

Corsair TX 650W ATX2.2 SLi Compliant PSU

Arctic Silver 5 Thermal Compound (3.5g)

Sufficient for the next 3-4 years? it is already bought but if you think anything is glaringly bad do say :) i can always ring up.

Regards Wolfe

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05 Sep 2008, 18:10
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That looks like a nice system Wolfe but you better send it to me. I will test it out for a few years to make sure.


TrashMan wrote:
Kenneth_of_Borg wrote:
I did not realize that putting glow on the windows and engines would make the whole ship lighter.


It makes it stand out against the black backdrop of space. Trust me on that.


I know and I do trust you.

Are you saying that will fix Wolfe's problem?
Have you seen the screen shots from the demo in other posts?
I will try to download and test the demo's few all-dark ships this
weekend with your fix.

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05 Sep 2008, 18:48
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I reset most ships ambient and emissive texture settings RGB to 151 which ment they generally look like the excelsior class and do stand out more.

Regards Wolfe

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05 Sep 2008, 20:09
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Fancy a trade Wolfe? My old system for your new one? It's a fair trade, honest. :mischief:

...

If you find a series of settings and texture types that are needed to make a ship stand outin the combat system, make a list of them Wolfe. The modelers can build the models to those standards then.

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06 Sep 2008, 01:39
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Well the PC I will run Supremacy on has Vista.
So I forgot the Demo is not yet Vista friendly.
The Demo crashes a few steps in but I was
able to see that the dark ships show up just fine in
my combat window. Could it be an XP vs Vista thing?
I would imagine not but will see if I can load it on an XP
machine tomorrow.

I did look at my brightness and contrast display setting. That makes
a huge difference in what I can see of that galaxy class up above.
Try working with your settings and see if you can make more out
in the Demo.

:borg:

At least there may be a fix short of making all 300+ models
glow in the dark.

Will the nuevo PC de Wolfe be running Vista? :?:

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Last edited by Kenneth_of_Borg on 07 Sep 2008, 03:01, edited 1 time in total.



06 Sep 2008, 04:35
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Just finished a cleaner version of the Cardassian combat vocals, but Kenneth_of_Borg or Wolfe let me know if they need any reworking. I will go wander over to the jobs thread to see what else there is to do.
http://www.mediafire.com/download.php?qszzjr9lraa

PS - Screenshots of the demo looking freakin cool :bigthumb:.


06 Sep 2008, 07:35
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Excellent recodings Stegrex, very very clean and without cut at the end i like it. :winkthumb:

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06 Sep 2008, 07:47
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I agree. I saved it with the rest of my voice acting collection snippets.

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06 Sep 2008, 14:39
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I have noted that some models textures at 2048x2048 do not show up in Ultimate Unwrap.
This my be an issue in the Demo where you say some textures are not showing up.
I can see them in Mikeshape. Better yet they show up in Ultimate Unwrap cut to 1024x1024.
I will hold on to the 2048s but drop to 1024 for the files saved in version one models.

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06 Sep 2008, 16:48
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I spent the day converting the ship already in V1 that are textured dark.
They should be lighter now in combat.
(The 270x225.png images have not been changed)
It is interesting to note a model I made appears light and some used in other games look very dark or OK.
Those dark ships must not have looked like that in Starfleet Command or whatever.
Is there something in the back-end of the demo engine or the sky box that is making it look like that?

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Last edited by Kenneth_of_Borg on 07 Sep 2008, 18:36, edited 1 time in total.



07 Sep 2008, 02:55
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What about String's demo, is he going to continue his work?

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07 Sep 2008, 16:31
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he said so in a recent post.


07 Sep 2008, 17:46
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That is nice but so far Wolfe is the one showing results. :winkthumb:
:borg:

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08 Sep 2008, 02:07
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If that isn't a challenge I don't know what is. Come on Strings, give us some eyecandy! :mrgreen:

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08 Sep 2008, 08:47
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Tried to run this on my vista x64 machine today without any luck :( will try on my XP Partition later

Description:
Stopped working

Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: botfii demo v2.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 48b98c96
Problem Signature 04: PresentationFramework
Problem Signature 05: 3.0.0.0
Problem Signature 06: 4858c681
Problem Signature 07: 6259
Problem Signature 08: e1
Problem Signature 09: System.Windows.Markup.XamlParse
OS Version: 6.0.6001.2.1.0.256.1
Locale ID: 2057

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09 Sep 2008, 11:53
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Do you have the latest .NET SP 3.5 file?

I'am guessing you didn't manage to get as far as loading the game up?

I will hopefully have access to vista so i can finally test it on that platform for bugs.

By the way if anyone happens to have a spare Vista key lieing about feel fee to pm it to me :D hehehehehe.

Regards Wolfe

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09 Sep 2008, 12:00
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I was looking at the dark ship problem. Assuming there is no fix in the combat engine itself it appears giving each texture an emissive setting of light gray, hue 160, sat 0, lum 181 and RGB 192, will make them visible. The other option is to just set your monitors brightness contrast setting up but we can not count on all users figuring that out.

When you get your new PC running the combat demo let me know if you think this would be an acceptable fix. It still has shadows.

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09 Sep 2008, 15:03
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I know it's only a minor graphical gimmick that probably costs too much time to code but would it be possible to implement a phaser charging effect for the banks so they load up and when the two energy "balls" met, they fire the phaser from the upper circle in the saucer? That would be uber-cool to watch!


09 Sep 2008, 17:34
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Ooh yeah, I'd really love to be able to see that in the Combat System. Even Legacy doesn't have a feature like that!

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09 Sep 2008, 17:38
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you could possibly lay a circular piece of model (kind of a dummy model/ring) aligned properly around the usual hardpoint for firing and then texture and illuminate that circle in the required way. Or maybe this goes even easier by a light source moving towards the hardpoint. Or maybe that doesn't work at all :lol:.


09 Sep 2008, 18:55
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Actually is very easy to obtain "recharge" effect, more or less is the same thing like with "flying torpedo", the bad thing is that effect would probably look akward on ship's hull. :-

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09 Sep 2008, 19:14
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It depends on what you can do with the combat engine.
Nick may know more about how this could be done on
the model side.

I could imagine building a model what was the ring of
the phaser / disruptor emitter. It could be imported to
each ship and shaped to the hull. If you could then glow
sequential parts of that emitter model just before the
beam it would work. It all depends on what you can do
on the backend of the combat engine.

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09 Sep 2008, 22:51
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Well if it can be done, I say do it. Obviously the actual modelling/texturing/lighting should come first, but this should definitely be added to the to do list.

Can anyone think of any other Trek effects that could be added?

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10 Sep 2008, 00:31
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