Author Topic: Question about 3D models in mission loadout.  (Read 2675 times)

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Offline bfobar

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Question about 3D models in mission loadout.
I've been playing with this feature and decided I really like it for the ships. I think I would like to revert the missles back to their still animations though. Is this easy to do, having 3D ships, but animated weapons at the same time in the mission loadout screen?

(In my mind, missles are too small and travel too fast to justify high enough poly models to look good in the loadout screen. I think still images there are the way to go. I do however, love the rotating actual ship models in the selection screen.)

 

Offline StratComm

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Re: Question about 3D models in mission loadout.
There's code in place to allow a seperate model for the missiles in the techroom, so the polys won't be wasted.  And eventually we'll get them rotating like the ships do.  It's worth having IMHO if only for mods; nothing screams incomplete for a weapon like using the ani from a different gun or missile.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline bfobar

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Re: Question about 3D models in mission loadout.
That makes sense. Thanks StratComm.

 

Offline Cobra

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Re: Question about 3D models in mission loadout.
but there's still an issue with the distance values 'n junk to be fixed, because if you look at a missile from anywhere in a 45 degree angle to the front, the thing gets elongated so badly you can't tell what you're looking at.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline WMCoolmon

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Re: Question about 3D models in mission loadout.
Missiles rotating like ships do...done. I also did some work on fixing the problem of models being rendered too close to the virtual camera in the list.
-C

 

Offline Cobra

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Re: Question about 3D models in mission loadout.
just set the 3rd number of the closeup_pos section to a highr number? :nervous:
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline WMCoolmon

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Re: Question about 3D models in mission loadout.
Basically...I changed it to radius/tan(fov/2)
-C

 

Offline bfobar

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Re: Question about 3D models in mission loadout.
hey, is it hard to adjust the center of mass or rotation or whatever of the missles? the rotation looks sweet, but some missles seem to spin about their exhaust pipes. Otherwise, it looks niiiiiiice now.

 

Offline WMCoolmon

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Re: Question about 3D models in mission loadout.
I think there may be a post somewhere on the forums, but I didn't bookmark it. :-/

I've tried autocentering but it looks like for some reason that's not working with retail missiles. It does work fine for the high-poly versions though, because the models were built centered.
-C

 

Offline StratComm

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Re: Question about 3D models in mission loadout.
Not hard to do, you just have to change the techroom center on the missile POFs to be half their length forward of the origin.  You can do it easily in both PCS and modelview.
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Last edited by StratComm on 08-23-2027 at 08:34 PM