New effects and installers

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Re: New effects and installers

Rookie_One1
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Post by Rookie_One1 » Tue May 12, 2020 1:50 pm

For the T-65, you can see where they are on the wings from that scene in ESB : https://www.youtube.com/watch?v=NAA7RvhPvMg
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Vince T

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Post by Vince T » Tue May 12, 2020 1:56 pm

Ah right
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Rookie_One1
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Post by Rookie_One1 » Tue May 12, 2020 1:58 pm

That said, a general effect would be enough AFAIK, especially since it's just for one mission
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Vince T

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Post by Vince T » Tue May 12, 2020 2:06 pm

Well it would be "required" for this one mission only, but there are some missions I remember being slightly darker by design, like the kessel mission right at the end. While not required there, it would surely add to the atmosphere. Generally I'd say it would also open up new possibilities in mission design :D

I remember one mission I made for the bluephantom campaign, bearing the fitting name "pitch black"

Either way, it has yet to be determined, whether or not such a feature is possible at all.
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Ace Antilles

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Post by Ace Antilles » Tue May 12, 2020 6:07 pm

Lol well headlights would be handy for flying into space slugs mouths ;)

Max has pulled off amazing tricks so far but I hope there's another option to fix the Death Star issue also. :)
Try finding the light switch while avoiding fireballs :p
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Vince T

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Post by Vince T » Tue May 12, 2020 6:14 pm

That brings us back to our discussion about exiting the ship XD I doubt the falcon will fit into the maintenance closet.
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Post by Tony Knightcrawler » Tue May 12, 2020 11:56 pm

It would be pretty cool if the only light sources were the headlights and the explosion behind you. Would be pretty cool if this were possible.

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blue_max
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Post by blue_max » Wed May 13, 2020 2:00 am

I didn't know the lights went out inside the Death Star. I'll add some headlights and a new hotkey to toggle them. Funny that people started using lasers to light the place -- unintended use; but interesting.

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blue_max
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Post by blue_max » Wed May 13, 2020 5:41 am

BenKenobi wrote:
Sun May 10, 2020 6:51 pm
I found a problem with the display of the component indicator when using a Dynamic Cockpit. The indicator is not positioned on the model in the cockpits CMD but on the position where it would be when the HUD was used.
(Just) Fixed:
CMD-sub-component-bracket.jpg
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maggee
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Post by maggee » Wed May 13, 2020 6:22 am

blue_max wrote:
Wed May 13, 2020 2:00 am
I didn't know the lights went out inside the Death Star. I'll add some headlights and a new hotkey to toggle them. Funny that people started using lasers to light the place -- unintended use; but interesting.
Thank you sir :)

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed May 13, 2020 6:24 am

General_Trageton wrote:
Tue May 12, 2020 1:31 pm
...as you desparately keep firing to see anything XD.
Flare spam! Not in the cockpit, you llama! :D

If you were to model headlights onto the T-65, another good reference is the Dagobah post-crash sequence. They appear to be pop-up lights like on an '80s sports car. But I don't really think modeling it is warranted.

An alternative solution would be to detect when a mission has no lights sources whatsoever, and ramping in a bit of ambient lighting.

One other thing I forgot to mention, specific to that mission - the translucent energy field surrounding the reactor is disruptive to the shading of the textures you can see through it, and it also exhibits a strange specular effect if you stare at it long enough.

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Vince T

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Post by Vince T » Wed May 13, 2020 6:48 am

@Blue_max ... and you wouldn't imagine how the constant laser strobo fries your brain!
Looking forward to the new headlights! That's gonna be awesome!
One other thing I forgot to mention, specific to that mission - the translucent energy field surrounding the reactor is disruptive to the shading of the textures you can see through it, and it also exhibits a strange specular effect if you stare at it long enough.
Probably just needs a material file to detail it has no specular or normal effects.
Was thinking of that the other day, I'll whip up some mat filies for DS interior OPTs.
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BenKenobi
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Post by BenKenobi » Wed May 13, 2020 6:50 am

blue_max wrote:
Wed May 13, 2020 5:41 am
BenKenobi wrote:
Sun May 10, 2020 6:51 pm
I found a problem with the display of the component indicator when using a Dynamic Cockpit. The indicator is not positioned on the model in the cockpits CMD but on the position where it would be when the HUD was used.
(Just) Fixed:
Briljant, thanks!

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blue_max
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Post by blue_max » Thu May 14, 2020 3:12 am

General_Trageton wrote:
Wed May 13, 2020 6:48 am
@Blue_max ... and you wouldn't imagine how the constant laser strobo fries your brain!
Looking forward to the new headlights! That's gonna be awesome!
I just posted an update with the headlights here:

https://xwaupgrade.com/phpBB3/viewtopic ... 5&start=25

To activate the headlights, press Ctrl+H
One other thing I forgot to mention, specific to that mission - the translucent energy field surrounding the reactor is disruptive to the shading of the textures you can see through it, and it also exhibits a strange specular effect if you stare at it long enough.
Probably just needs a material file to detail it has no specular or normal effects.
This is most likely a problem with the materials and I'm guessing it can be fixed by using a shadeless material for the transparent areas.

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maggee
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Post by maggee » Thu May 14, 2020 6:17 am

Perfect! So good to be able to finish the game, had a problem with it crashing at reactor which got fixed with latest updates but then the lighting issues arose... switched off the headlights at the end just to see the difference and it was incredible!

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Vince T

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Post by Vince T » Thu May 14, 2020 7:05 am

Argh! First day back in the office! Can‘t test until evening! Argh!
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Post by Tony Knightcrawler » Fri May 15, 2020 5:20 am

blue_max, you crazy! In a good way. :-D

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Vince T

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Post by Vince T » Fri May 15, 2020 8:17 am

Tested it last evening. Those headlights are a lifesaver.

The bad news is that my piloting skills still suck! XD
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maggee
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Post by maggee » Fri May 15, 2020 1:14 pm

General_Trageton wrote:
Fri May 15, 2020 8:17 am
The bad news is that my piloting skills still suck! XD
Don't know if there is a fix for that... maybe let Lando fly next time? :P

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Vince T

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Post by Vince T » Fri May 15, 2020 5:02 pm

That might actually work, I recall there was a modified Endor mission, where you actually got to fly as Wedge rather than the Falcon.
Was way more forgiving in terms of room to maneuver XD
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Ace Antilles

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Post by Ace Antilles » Fri May 15, 2020 5:09 pm

General_Trageton wrote:
Fri May 15, 2020 5:02 pm
That might actually work, I recall there was a modified Endor mission, where you actually got to fly as Wedge rather than the Falcon.
Was way more forgiving in terms of room to maneuver XD
I have that from my site from Altair1972. Plan is to get it back online too.
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Post by Dornil » Sat May 16, 2020 6:21 pm

The game crashes on me when I fly out of hangar. Error message mentions "NPClient.dll_unloaded"
My config is: i5 2500K (overclocked to 4.2), win7 64, GTX 1060 with 445.87
Really want to enjoy the new features:( Any advice?

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Ace Antilles

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Post by Ace Antilles » Sat May 16, 2020 6:30 pm

Dornil wrote:
Sat May 16, 2020 6:21 pm
The game crashes on me when I fly out of hangar. Error message mentions "NPClient.dll_unloaded"
My config is: i5 2500K (overclocked to 4.2), win7 64, GTX 1060 with 445.87
Really want to enjoy the new features:( Any advice?
The hangar is given us a few issues right now.
Which hangar rebel or family base? Is this from a certain mission and which craft are you flying.
Does it work ok in a skirmish that doesn't involve the hangar?
Also are you using VR stuff or not? Max will be along sometime who may know more on the exact DLL crash you mentioned.

A quick fix could be as you launch and start to move hit space. That will skip to outside. When landing hit 0 asap.
See if that helps you out at least for the moment :)
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blue_max
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Post by blue_max » Sat May 16, 2020 7:05 pm

Dornil wrote:
Sat May 16, 2020 6:21 pm
The game crashes on me when I fly out of hangar. Error message mentions "NPClient.dll_unloaded"
This is a TrackIR binary. Do you have TrackIR installed? Did you select TrackIR when installing 1.1.3? Assuming you've got TrackIR installed, you first have to run TrackIR and then you run the game directly through xwingalliance.exe. If you don't have TrackIR then run the installer for 1.1.3 and select "No Tracking".

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Post by Dornil » Sat May 16, 2020 9:58 pm

Right! It was due to TIR being off. Now everything seems to work and it is just... wow! I never thought that this kind of stuff will ever be possible in XWA!
BTW, can a TIE Fighter conversion work with all those improvements?

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