|
|
|
|
 |

February 28th, 2007, 03:14 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: FQM Beta 5 Posted
There are a few typos in the Quadrant type description with "nebualaes". I'm glad you lined up the values in bitmap...effects but what's with the decimals without leading zeroes and the incorrect number of digits (ie .5 instead of 0.50 etc)!?
|

February 28th, 2007, 04:20 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: FQM Beta 5 Posted
Captain Kwok said:
"...what's with the decimals without leading zeroes and the incorrect number of digits (ie .5 instead of 0.50 etc)!?"
I could understand the spaces for readability issues, but padding 0s? Who cares?
"There are a few typos in the Quadrant type description with "nebualaes"."
That appears to be inherited from the stock typo in the Ancient quadrant description.
Santiago said:
"some are almost a mismatch. I guess this is the nature of planets and atmospheres."
MM screwed the pooch and did not follow any sort of consistent color guide for mapping planet textures to atmospheres. There are Methane planets that are blue and practically indistinguishable from O2 planets, for example.
"What about other atmosphere types- Is it a lot of changes to add?"
Not really difficult. It just requires having sets of textures to use for each type...
|

February 28th, 2007, 04:31 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: FQM Beta 5 Posted
Sorry if I prefer to have my decimal points lined up!
---
One of the problems with the planet glows is that they are drawn behind the planet which gives them that 2d flat look. Anyway I think I could do a better job on the planet glows.
A slightly larger 3d sphere around the planet with a lightly coloured almost transparent texture would look the best but not quite possible in SE:V.
|

February 28th, 2007, 04:34 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: FQM Beta 5 Posted
What if it was set to be on top of the planet texture? The atm would blend in more then.
|

February 28th, 2007, 04:50 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: FQM Beta 5 Posted
In that case try a circular image of a mostly constant shade to see what happens. It should be a dark gray close to black to not be too overpowering. I seem to recall in the outer regions of the current glow, background objects were visible so it might work out ok.
|

February 28th, 2007, 11:54 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: FQM Beta 5 Posted
Working on some fancy quadrant types...

|

March 1st, 2007, 04:14 PM
|
 |
Sergeant
|
|
Join Date: Jun 2006
Posts: 238
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FQM Beta 5 Posted
I think you're aware that I asked about adding moons to the same hex as a planet awhile back which I have done. While combining various changes to Kwok's new BM and most of yours, (still undecided on the new planet glows) with other various mods. I ran a quick check to make sure the game works.
Maybe it's the remants of a blasted planet or a new planet coalescing together. (moon placed in asteroid belt). Actually 2 in one system. Anyway it works for me. 
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|