Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on January 13, 2005, 08:56:38 am
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http://freespace.volitionwatch.com/blackwater/fs2_open_r_wep_model.zip
has it hard coded for everything, will be made into a ship flag (or something of that nature) eventualy. will also eventualy suport primary weapons.
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...poo. Now we have to make HTL missiles, too. :p
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soo...ugh... what does this build do?
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load a mission, go to external view fire some missle, it should be quite obvius.
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...should it? I didn't notice anything different. Perhaps a different mission is needed
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Yes!! Thank you Bob!!! It just aligns the normal of the missile model with the missile point correct? (Goes to load Starfury)
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A picture is worth 1000 words....
Loaded for bear:
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/HercHarpoon1.jpg)
Sequence showing fresh harpoons pushed out from the inside and locking into place:
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/HercHarpoon3.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/HercHarpoon4.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/HercHarpoon5.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/HercHarpoon6.jpg)
Hornets don't seem to work, nor does the bottom rack of harpoons:
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/HercHornetGlitch.jpg)
I'll never cease to be amazed by what you guys can do! Thanks! :)
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oooh, is that what it does... Hmm...
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it looks ugly on the herc 2. Somones gonna need to **** with the tables or somthing to make it look better.
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Originally posted by Raa
...poo. Now we have to make HTL missiles, too. :p
Heh. Guess what else I was thinking of dynamically generating in the techroom, but having second thoughts because of extremely low-poly models.
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guess what made me think of doing this :)
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Oh. :D
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Hmm. Missiles shouldn't be too hard to make...
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Can you have it so that when the missiles load is depleted, no more missiles show up?
EDIT: Interceptors look brilliant on the Valkyrie btw....:)
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I will eventualy
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This will go great with TheBabylon Project and SG1ED
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//added to the website. Admiral Nelson I added your screen shots too if you don't mind.
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I remember people being flamed for Suggesting External missiles, and here they are. Godly! tell me this is going to be properly bugchecked? I'd do it my self but for some reason I cant seem to find the will to play FS2, I'll probly start again next month or something.
just Godly!
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Go ahead and use them. I'm glad to be of some (tiny) service... :)
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keep in mind this is just an early implementation of the rendering code it can't do anything complex yet.
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Very buggy right now, missile rendering seems to be cut off using based on the position of the light source (like it uses stencil shadows to determine where NOT to render the missle). However, it is a start.
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eh, it uses the fireing point and orientation of the ship to determine a clip plane. could someone try to figuer out the cercomstances under wich missles get drawn wrongly? (I'm guessing it will have something to do with ships explodeing or jumping in)
I have uploaded an update that should fix the problem of rendering more missles than you have
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Sorry, I can't seem to do anything other than drool at the Herc 1 model to say anything coherent....
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Ok, i didnt want to bug all the coders on the SCP but now youve made me do it
Good feature: "Dynamic weapon points"
Basicly each ship has multiple models for their secondary weapon bays, say x-small (furry) small (swarm) med (harpoon size) large(trebs mabye) and x-large(bombs!)
ok those are just examples of sme sizes, anyways the fighters would have multiple weapon submodels and dependiong on the size of the weapon you picked (from loadout size) it would display a different one, each would also have their own set of firepoints assigned.
So ssay you loadout an erynies with furries, then instead of the normal 5 holes you see 10 or so, if you somehow magicly cram helios's in it you see just one big hole for each "clip"
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Originally posted by Bobboau
keep in mind this is just an early implementation of the rendering code it can't do anything complex yet.
This is so cool! I hope this does not end up like the shadow build though.... :doubt:
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Originally posted by FireCrack
Good feature: "Dynamic weapon points"
Bad feature. No cookie for you.
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i could use this if i could get a "non_reloadable" weapon flag. id love to hang a full size meson torpedo on the underside of a maelstrom gunboat. instead of the smaller bay launched version. when fired the bomb would go byebye and blow some stuff up.
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Good feature: "Dynamic weapon points"
Basicly each ship has multiple models for their secondary weapon bays, say x-small (furry) small (swarm) med (harpoon size) large(trebs mabye) and x-large(bombs!)
Use different ships for each type of missile. It's more realistic and gives you an excuse to add more ships. :p
I'm pretty sure you can limit the type of weapons allowed in each bank, too, which is another way to flesh out a ship.
The GTVA's not going to retool a fighter every time a pilot wants to use a different size missile.
Edit: Nuke, maybe just add a third secondary that only one Meson bomb can fit in and with one missile point and only allowing a Meson bomb?
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Are the missile models destroyable?
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Originally posted by WMCoolmon
The GTVA's not going to retool a fighter every time a pilot wants to use a different size missile.
so they'l be launching helios's out of furry sized ports and vice versa?
I think not, there are probably diferent ammo racks that are inserted into the ships seondary bays, each with a different faceplate.
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So high poly missiles are needed? Whats an acceptable polycount?
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Originally posted by Gank
So high poly missiles are needed? Whats an acceptable polycount?
I can handle whatever. :p
Go ahead. Make them ~300 polies. :D
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One 300 poly tempest (294 to be exact)
(http://img.photobucket.com/albums/v112/Casuir/tempest.png)
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nice, anyone want to map it?
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I'll do that meself as soon as gmax downloads, prob be a day or two before its finished. Missiles use lods right?
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There are some High Poly missles already done IIRC
Yes, LOD them please.
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Which ones, theres a hornet model in my models folder from somewhere but its a bit wasteful on polys.
Lod 2 should be what, less than 50?
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use your best judgement. But there were lessons learned from the highpoly hornet that indicated that LODs should be used. I am not a moddelor, but maybe we should use the the original LODs, with the exception of LOD0 since that is the one that would be used on the outside of the fighter or bomber.
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I have a Shiven (black red and darker red) High poly torpedo, that's around 900. the thing looks Amazing let me see if I can find webspace for a few screenies.
if anyone wants to host them for me, I'll be happy to let you.
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it's already prety waistfull in rendering as it is, I would recomend not makeing 900 poly missles, just make 8 point cylender versions of the exsisting models should be more than enough (maybe more for the big bombs)
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its even more useless for hi-polyness since missiles aren't lit for some reason, although that can change in about a minute.
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I...uh...don't see the difference in the pictures. What's new?
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well, it is a torpedo. And I can cut the size down a bit, but you keep the good version just the same.
got some linking thumbnails thanks to imageshack
(http://img135.exs.cx/img135/1120/vampirex6dn.th.jpg) (http://img135.exs.cx/my.php?loc=img135&image=vampirex6dn.jpg)
the X axis
(http://img135.exs.cx/img135/6754/vampirey5cv.th.jpg) (http://img135.exs.cx/my.php?loc=img135&image=vampirey5cv.jpg)
the Y axis
(http://img135.exs.cx/img135/321/vampirez3xe.jpg)
the Z axis (to small for a thumbnail)
if anyone's intrested in more pics I'll put some in modding. And we can talk about it there.
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UT, missles.
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I see the missiles. What, they weren't shown coming out of the ship before?
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Originally posted by Bobboau
has it hard coded for everything, will be made into a ship flag (or something of that nature) eventualy
Have you given this anymore thought yet Bob? Well, I was thinking that rather than a flag, it could be done by a table line. Example, exerpt from Perseus table entry:
$Default SBanks: ( "Harpoon" "Hornet" )
$SBank Capacity: ( 40, 40 )
add below this---
$SBank Layout: ( I, X )
where "I" would mean Internal, and "X" would be eXternal. That way a fighter could be created that has some internal missile pods for some weapons, and then more firepoints on external hardpoints where you WOULD want missiles to be seen.
Whatcha think?
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I like.
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that's basicly what I was planning on doing
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Umm, these missiles appear at every secondary hardpoint? Because theres 20-30 on some ships and 20-30 300 poly missiles aint good.
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wich is why I sudgested not going that high.
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Meh, dont see much point in bumping them up from 6 to 8 sides. Most of the V ones are near 100 anyways, better maps might be a better way to go, only get loaded once as opposed to 3000 extra polys.
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(http://img.photobucket.com/albums/v112/Casuir/temptex.png)
Mapped it anyway, just for practise. Havent modelled anything in over 6 months, might do something useful now.
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I did some work on 3D missile models in the weapons loadout, a lot of the problem has to do with them being uncentered (or so it seems). For some reason maxs.xyz.z seems to go beyond the back of the missile a ways *looks at Bobb*. :p
relevant code:
polymodel *pm = model_get(model_id);
vector weap_closeup = {0.0f, 0.0f, 0.0f};
float y_closeup;
//weap_closeup.xyz.z = -(((pm->maxs.xyz.z - pm->mins.xyz.z)/2)/sin(zoom));
weap_closeup.xyz.z = -(((pm->maxs.xyz.z - pm->mins.xyz.z)/2)/tan(zoom / 2)); //A simple trigonometric formula. :)
//Make sure the top and bottom of the weapon are visible.
y_closeup = -(((pm->maxs.xyz.y - pm->mins.xyz.y)/2)/tan(zoom / 2));
if(y_closeup < weap_closeup.xyz.z)
{
weap_closeup.xyz.z = y_closeup;
}
//weap_closeup.xyz.x = pm->mins.xyz.x;
g3_set_view_matrix( &weap_closeup, &vmd_identity_matrix, zoom);
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Do weapon models have LODs too or would it be possible to implement it for them too?
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yes they do, won't realy help though becase each model is a seperate render call and that's going to slow things down more than anything else.
I think to solve that problem you are going to need to use the bounding box and average it, or look for the main LOD0 parent object and try useing that, missle models are screwy.
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I think this looks ridiculous! :p
Look at these tag-B's! :p
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And to make things worse! as soon as I fired some tag B's, they switched to a lower LOD and wouldn't revert!
See?
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But it works great for Starfuries in TBP. :)
(http://photos2.flickr.com/3575642_aa99b1c10d_o.jpg)
(http://photos2.flickr.com/3575643_2a3d4413e7_o.jpg)
This from TBP 3.1 Raider Wars, taken at 1024x768 downsized, sadly. Should I just post the 1024x768 next time?
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Use the -lvlshot- tag in brackets before the url and /+same after the url - that will auto resize it to fit the forum, but will be accesable to see in full res.
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Ouach !!! it's awesome !!
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Yeah, it works, but there is a problem:
(http://img31.exs.cx/img31/3131/screen078pi.jpg)
Try to use you afterburner.
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They're providing aditional thrust! :p
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:lol:
Just hope they don't detonate when their fuel runs out. :p
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ROFL!!!!!!!!!!
OMG!
I just realized that bug could become a FEATURE! Bobbeau, can you adapt this so that people can make a weapon/missile that is in fact another engine for your ship (think a refit modification on missions that you cant change your loadout on!) or a secondary afterburner booster?!
Starlancer had something like that! You could, instead of mounting missiles, mount extra afterburner fuel pods. But this is even cooler than that. Gotta go faster? MOUNT MORE ENGINES! ROFL! PLEASE expand upon this.
Practical future applications: If we take this step, we take a step toward the ability to have ultimate loadout control: The missile list wouldnt be just missiles anymore --- it'd be extra EQUIPMENT. Cloaking devices. Experimental warp drives you can't unmount by order of mission designer. Prototype beam cannons. A secondary shield energy injector for faster shield regeneration. A shield capacity booster. Armor upgrades. Enhanced radar systems (think Porto-AWACS). Retro rockets for backward thrust. Think about the possibilties....
I would LOVE to try my hand at balancing "rocket booster missiles" that you cant fire but boost your top speed/ab whatever ^_^
It all starts with one: full support for AB-boosting, missilebay mounted ENGINE PODS!
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Goddammit! Every time I think I've finished a ship, you add another feature I can incorporate.
:p
nice work BTW
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Okay modellers, do your worst! :p
http://www.hard-light.net/forums/index.php/topic,29763.0.html
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Originally posted by Gregster2k
ROFL!!!!!!!!!!
OMG!
I just realized that bug could become a FEATURE! Bobbeau, can you adapt this so that people can make a weapon/missile that is in fact another engine for your ship (think a refit modification on missions that you cant change your loadout on!) or a secondary afterburner booster?!
Starlancer had something like that! You could, instead of mounting missiles, mount extra afterburner fuel pods. But this is even cooler than that. Gotta go faster? MOUNT MORE ENGINES! ROFL! PLEASE expand upon this.
Practical future applications: If we take this step, we take a step toward the ability to have ultimate loadout control: The missile list wouldnt be just missiles anymore --- it'd be extra EQUIPMENT. Cloaking devices. Experimental warp drives you can't unmount by order of mission designer. Prototype beam cannons. A secondary shield energy injector for faster shield regeneration. A shield capacity booster. Armor upgrades. Enhanced radar systems (think Porto-AWACS). Retro rockets for backward thrust. Think about the possibilties....
I would LOVE to try my hand at balancing "rocket booster missiles" that you cant fire but boost your top speed/ab whatever ^_^
It all starts with one: full support for AB-boosting, missilebay mounted ENGINE PODS!
This is all being done under the banner of "tertiary weapons". Go search the forums.
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or pester me
preferably just search :dizzy:
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Originally posted by Unknown Target
I see the missiles. What, they weren't shown coming out of the ship before?
You're kidding, right? :nervous:
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Originally posted by Unknown Target
I see the missiles. What, they weren't shown coming out of the ship before?
[/qoute]
When they fired yes, but they were not sticking out waiting to be fire.
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This is VERY nice. :cool:
I'd vote to make it either a ships.tbl feature or possibly a .pof feature (i.e. a value you set for each missile/gun point you want to have this on; that way it'd also be assured that that point is placed properly with respewct to the model and you won't get pics like the one Raa came up with).
And Raa: Yes, it looks scary on that fighter; from the looks of it I'd say that the code places the end of the missile model at the firing point, and the firing point is placed at the exit of the missile launch tube. You see, original FS1/2 ships weren't designed with this in mind. They're supposed to have internal missilebays.
So either you don't use this feature with original FS ships or you (or someone else) have to move the firing points a bit more backwards.
About the problem where it displays the wrong LODs - I have completely no idea....
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Originally posted by Ypoknons
But it works great for Starfuries in TBP. :)
(http://photos2.flickr.com/3575642_aa99b1c10d_o.jpg)
(http://photos2.flickr.com/3575643_2a3d4413e7_o.jpg)
This from TBP 3.1 Raider Wars, taken at 1024x768 downsized, sadly. Should I just post the 1024x768 next time?
Ah, here lies the problem I was mentioning, the missile rendering is screwy.
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Originally posted by SadisticSid
This is all being done under the banner of "tertiary weapons". Go search the forums.
Heh. I discovered that after the fact an hour after I posted that message but was too lazy to change it.
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Bob, you're a genius and saint.
Those TBP screens look, well, fantastic is an understatement.
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Hey just an idea but couldn't you make a new table file for the other missles? I know that if you overpack the ships.tbl the game crashes, at leatst in normal mode, however, you would be able to keep as much space for the ships.tbl file open for other add-ons later if you need them. Anyhow just an idea...:D
Michael Blanchard (Descenter)
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ummm... this adds like two or three lines to the table
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Welll, like i said, its just an idea just to keep things simple, (depending on how you would look at simple for FS2). Whatever, i new to this sort of thing anyhow.
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:welcome:
Ha, one of my first welcome beams. :)
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well you can't get much simpler than simply adding a line to an exsisting table, much like you can't get much more complex than makeing a new table that ties into another table.
anyway, why don't more peoplle test this, granted the link to the quasi-final build is in another thread, but it bugs me to no end when I ask for testers get maybe one or two replies then the thread just sinks
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Ok, well then my next question is, is the couple of line of code for the entire table or will you have to make the lines for each ship, to get the proper effect. Im going to try to learn as much as possible about playing around with open source, as i know so little, so forgive me if these question are a little petty.
Michael
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for each ship that you want to use this on you have to add one line of table code, this is a minor deail of a ship type charicteristic, this is what the ships table is for
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Oh,ok, so what i am making out of all this is that you are creating just another part of the ship that contains the missles.
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Actually no, the idea is that the missiles are rendered from their firepoints on the condition that there is a flag set on that firepoint to show ordinance. The missiles are seperate models and are rendered as such. You'd have to add a line to the table for each ship you'd want to use this, but there's no need to touch the models themselves.
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you think show wep support uses alot of table space, you should check out submodel animations :D
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Im curious, does the ships.tbl have a max size limit in the open source, like it does in normal fs2, where the max i have heard and expeirenced was 380KB? Because if it doesn't, it will mean that i can put together all the ships I have and not worry about FS2 crashing, which is something that i wanted to do now for a long time.
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The limit, if it still exists, is a 1Mb. There's still a defined-ship limit though so you can't have over 200 discrete entries in tables without the game borking out. Some, like the bastion, can go completely; others would be tougher to justify taking out.
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there is a limit but it can be easily raised
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Did that breaking multiplayer ever get resolved?
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no, there is some weird network packet V code we haven't been able to figure out yet
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Originally posted by Ypoknons
(http://photos2.flickr.com/3575642_aa99b1c10d_o.jpg)
Yiff! Never mind high-poly missiles... when is someone going to make high-poly asteroids?
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Originally posted by ZylonBane
Yiff! Never mind high-poly missiles... when is someone going to make high-poly asteroids?
Sandwich made them in MAX, they are up for conversion AFAIK.
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The last time I installed high poly 'roids I had issues with certain asteroid fields being...invisible...
LOL...that SOC escort-Iceni mission really sucked because of that. =P
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i noticed in one of Admiral Nelson's pics that the harpoons are not aligned to the missile tubes.
has this been updated yet?
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They're not aligned because Volition was sloppy with actually making the missile points line up with the maps they made. It'd be nothing to fix it, but no one wants to. :p
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No they are aligned, just sitting forward of the tubes by a small distance. And I can tell you without looking at either the herc or the harpoon exactly what's causing them to float like they are; most missile models are well forward of their centerpoints (all points defined in +z space, if you're familiar with FS's coordinate system), because missile trails are rendered from point 0,0,0 on the missile. So to keep the trails from overlapping the missile, the missiles were moved forward within their own model file when they were created. As far as I know, this has not been fixed.
Ok, so on looking again, the problem is compounded by the missiles themselves and the fact that they are indeed not aligned. That's Bob's Herc though, so I'm not sure we can blame :v: for this one.
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if any one me too i can edit the firing points within all the models, tis an easy fix, just would take awhile with all the different ships and all
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Don't do it yet, I'm going to be releasing an update to most of the terran fighters within the next few days.
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ok but if you ever need to just ask, oh and where are you ging to post this update so that i may obtain a copy?
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I'll post it in the main SCP forum, for the record. I've still got a pair of bombers to do before I get there, and I've got a lot of coursework this week, so it may be a little while before they show up. It's minor, but once I get the glowpoints added data import in PCS no longer works correctly.
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Originally posted by WMCoolmon
The GTVA's not going to retool a fighter every time a pilot wants to use a different size missile.
Heheh do u mean HLP-SCP instead of GTVA lmao?!
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Threads split for great justice. No more discussion of reactionary sounds, please. :p
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*snicker*
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MAHAHAHAHAHH!
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Stopit, damnit!
Raa, I know you know what you're doing but Cobra you're treading in dangerous waters. Keep the spam out of the SCP subforums. There's a reason only mods can start new threads in these things. Anywhere else, fine. But leave the dev thread alone.
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ok, sorry. :D
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That was actually going to be my only reply to the whole issue. I am more than willing to drop it. :)
I honestly never expected so much to come of my 'noticing' his word usage.
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and here is the more recent build from the other thread
http://freespace.volitionwatch.com/blackwater/fs2_open_r_wm.zip
I would have gotten more done, but I'v had school and my back has been totaly fûcked the last few days.
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It's shame I do not have much time to test this, but I'll do what I can.
Edit: No sound. I can't hear anything. But my PC is acting strange ATM, but the sound works in other aplications.
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I'll try to help out too if i can. Got four days on my hand for this weekend, at least till Tuesday, so I'll test it until then.
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Same here. I'm almost an expert in using modelview. I'm da master at firing points, view points, etc. I JUST WANT THE OPTION TO ADD THRUSTERS. then i would be happy with it :)
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Originally posted by DaBrain
Edit: No sound. I can't hear anything. But my PC is acting strange ATM, but the sound works in other aplications.
I tried an other build and it worked.
Now that I've restarted the PC and switched back to your build it works again. So I guess my system was causing this bug.
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good, I had no idea were to start looking with that.
does anyone have more information on the startup locking? I'm not able to replicate it, try starting with a retail data set.
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the only time i get a crash/lockup is when i use a ship based gatling weapon.
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maybe you're using something that is invalid.
[EDIT] Directed to Nuke.
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Originally posted by Cobra
Same here. I'm almost an expert in using modelview. I'm da master at firing points, view points, etc. I JUST WANT THE OPTION TO ADD THRUSTERS. then i would be happy with it :)
I just put them in at 0,0,0 with PCS and then fiddle with them in Modelview ;)
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3 years and I didn't figure that out....
(hits self repeatedly with a frozen trout) "Me Culpa" x 20...
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:lol: shadowwolf_ih was helping me out with da PCS.
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Just as a point of infomation, I did hi-poly versions of the Hornet, the Trebuchet, and two Shivan Missiles (hornet and treb counterparts). I mapped+textured both the Hornet and the Treb, then passed the whole lot to Lighty.
This development might get me to finish off that project, and get those bombs done. They were the main reason I started doing hi-poly warheads.
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ok I have updated this build (http://freespace.volitionwatch.com/blackwater/fs2_open_r_wm.zip) the gatling gun code should be working in it now. I would like all of you to notice that I have made a feature or two specificly for nuke here becase he has been very helpfull by testing my code all of you who want shaders could learn a thing or two from this.
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I had no problems with the last build, butI'm moving to the new one now.
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this thread (http://www.hard-light.net/forums/index.php/topic,30458.0.html) has all information needed on how to activate all the features
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The build CTDs for me if a ship has more than one yes in the $Show weapon models or whatever it's called.
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for primary weapons, secondary, or both?
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Secondaries. Haven't tried primaries.
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does it crash during the inital load (before pilot selection)?
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Yeah, before pilot selection. IIRC Nuke reported the same, so I don't think it's a table error on my side.
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post the offending entree.
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The tables(WCS mod tables) worked up to now without any problems. This is the only thing I changed:
$SBank Capacity: ( 40, 20, 20 )
$Show Weapon Models: ( yes, yes, yes )
$Shields: 200
Nothing was changed in any table, except that red entry above entered for only one particular ship in ships tbl.
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OH!
found it!
it was checking how many primary weapons the ship had when it should have been checking secondarys, I wasn't able to find this before because I was checking ships with the same or larger number of primaries as secondaries
http://freespace.volitionwatch.com/blackwater/fs2_open_r_wm.zip this buld has been updated.
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That mix-up happens a lot, doesn't it Bob? :p
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more oftine than I'd like.
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Originally posted by Raptor
Just as a point of infomation, I did hi-poly versions of the Hornet, the Trebuchet, and two Shivan Missiles (hornet and treb counterparts). I mapped+textured both the Hornet and the Treb, then passed the whole lot to Lighty.
This development might get me to finish off that project, and get those bombs done. They were the main reason I started doing hi-poly warheads.
Good thing you're doing that. Cyclops and Helios look HORRIBLE.
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Originally posted by Bobboau
OH!
found it!
it was checking how many primary weapons the ship had when it should have been checking secondarys, I wasn't able to find this before because I was checking ships with the same or larger number of primaries as secondaries
http://freespace.volitionwatch.com/blackwater/fs2_open_r_wm.zipthis buld has been updated.
Link no workee.:(
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same here. 404 Telefragged. :confused:
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That's because he included the 'this' from his sentence in the url by mistake-presumably because he let it autoparse and forgot the space. Come on guys, use a little internet common sense.
Originally posted by Bobboau
http://freespace.volitionwatch.com/blackwater/fs2_open_r_wm.zip
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Seriously... :wtf:
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yeah... I fixed it
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Originally posted by Raptor
Just as a point of infomation, I did hi-poly versions of the Hornet, the Trebuchet, and two Shivan Missiles (hornet and treb counterparts). I mapped+textured both the Hornet and the Treb, then passed the whole lot to Lighty.
This development might get me to finish off that project, and get those bombs done. They were the main reason I started doing hi-poly warheads.
The ship/weapon selection screen should also have support for 3D guns. Add a $Tech model: field with a POF after +Tech Description and it should show up in the tech room.
Edit: While I'm thinking 'bout that, Bobb, is there any way to easily rotate a model around an offcenter point? eg I have the center point for the actual missile subobject, but I'm at a loss as to how to rotate it because passing a different matrix to model_render will always rotate the whole model around the center point of the whole thing, including the nonexistent engines. (Or I suppose I could look into displaying the engines in the weap select screen.)
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look at the acen code
(Interp_flags & MR_AUTOCENTER)
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ok i think you fixed all the major bugs i was running into, sorry it took me so long to test i had to reinstall windows (it finally pissed me off).
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were you able to get the wepon model rotation code working? is goober's rotation code still broken?
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here is the test model I was useing, it was working last I checked
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your rotations, no, goobers yes. i might just not have my gatling weapon model set right though.
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it's not the whole model that is suposed to spin, just one or more submodels, the main 'hull' subobject will never move
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hey it worked, i just had a : where it souldnt be. its the same model i included in the nukemod prerelease, so to get it to work just remove the : from the end of $gun_rotation: and uncoment the proper entries in the tables.
any way we can get a $shots per rotation: flag that would override firewate and get properly linked rotation/firing? right now it works like the gatling gun in rtcw.
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that may be doable, wish you'd have said this 24 hours ago when I had more than enough time to work on it.
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id have tested it sooner but i was half asleep
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Are rotations still the only animation that can be done? I thought it would be cool to see guns recoil with every shot.
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well, if goober works long and hard, we will soon realize that that is possible :D ;)
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Originally posted by Omniscaper
Are rotations still the only animation that can be done? I thought it would be cool to see guns recoil with every shot.
Why can't they? I mean, the earth looks flat - a really, really big rotation would look, to the casual eye, like an up/down motion, no?
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Originally posted by Black Wolf
Why can't they? I mean, the earth looks flat - a really, really big rotation would look, to the casual eye, like an up/down motion, no?
Translating motion is already possible AFAIK.
However turret recoil wasn't coded since the coders don't want to touch that code even with a ten foot pole its so much of a mess.
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Turret recoil is probably possible given enough work. However, we'd have to have a lot of features in place to make it work - the primary one being translating submodel motion. I think Bobboau managed to get translation working, but it's in his own private codebase so we can't do anything with it.
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How about Capship turrents? Could such an animation be put on them?
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if you want to see translations work, download nukemod, uncomment the animation lines in the table for pf chimera, and run in one of bobs builds. got to external and toggle through your secondary weapons, pay attention to the forward missile bay :D its kind of a rotation based translation, but you can do an acuurate one with two counter rotating objects. i wonder if bob's view weap support would work on turrets.
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I do not have translation working, though it probly wouldn't be *that hard... well it'd need to update rendering, colision, and posably the matrix stack... hmmm, the more I think about it the more I'm inclined to sudgest people just use the hack fix that Nuke has pioneered.