I think that something like this goes beyond tabling and into scripting. Don't know if it's actually feasible, though.
I think that something like this goes beyond tabling and into scripting. Don't know if it's actually feasible, though.
Not if you had a primary aspect-seeking weapon. they go straight into the lead indicator.
*snip*
http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Autoaim_FOV:
Makes the guns on a seraphim soooo much more effective. :P
http://www.youtube.com/watch?v=CMGvmLcQJlw Saturn Version (1998)That game actually looks like a lot of fun to play! (I guess the japanese voices also help, i'm such an otaku :blah: )
$Name: BTL-A4 Y-Wing
+nocreate
$Autoaim FOV: 5
+Converging Autoaim
+Minimum Distance: 100
$Convergence:
+Automatic
+Minimum Distance: 100
Actually, the Japanese voices were the only thing I didn't like, they go on and on. And I had no idea what they were talking about ;_;Quotehttp://www.youtube.com/watch?v=CMGvmLcQJlw Saturn Version (1998)That game actually looks like a lot of fun to play! (I guess the japanese voices also help, i'm such an otaku :blah: )
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
-env
-missile_lighting
-glow
-spec
-mod shivans,mediavps
Building file index...
Found root pack 'C:\games\freespace2\shivans\adv_shivans.vp' with a checksum of 0x81720c53
Found root pack 'C:\games\freespace2\shivans\shivans.vp' with a checksum of 0xb218d3c7
Found root pack 'C:\games\freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\games\freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\games\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\games\freespace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'C:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\games\freespace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'f:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'f:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'f:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\games\freespace2\shivans\' ... 18 files
Searching root pack 'C:\games\freespace2\shivans\adv_shivans.vp' ... 576 files
Searching root pack 'C:\games\freespace2\shivans\shivans.vp' ... 1567 files
Searching root 'C:\games\freespace2\mediavps\' ... 0 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Assets.vp' ... 1679 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Core.vp' ... 72 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Effects.vp' ... 1022 files
Searching root pack 'C:\games\freespace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'C:\games\freespace2\' ... 6 files
Searching root pack 'C:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\games\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 3 files
Searching root pack 'f:\tango1_fs2.vp' ... 32 files
Searching root pack 'f:\tangoA_fs2.vp' ... 0 files
Searching root pack 'f:\warble_fs2.vp' ... 52 files
Found 26 roots and 15074 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 9800 GTX+/PCI/SSE2/3DNOW!
OpenGL Version : 3.0.0
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 4
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
OpenGL: Created 512x512 FBO!
OpenGL: Reusing 512x512 FBO!
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
WARNING: "For 'RailgunImpact', 3 of 4 LODs are missing!" at Weapons.cpp:1267
BMPMAN: Found EFF (bomb_flare.eff) with 86 frames at 24 fps.
WARNING: "For 'bomb_flare', 3 of 4 LODs are missing!" at Weapons.cpp:1267
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'shivans_flak-wep.tbm' ...
TBM => Starting parse of 'shivans_effects-wep.tbm' ...
TBM => Starting parse of 'shivans_adv_beams-wep.tbm' ...
WARNING: "Invalid +Index value of 2 specified for beam section on weapon 'LSilver'; valid values at this point are 0 to 1." at Weapons.cpp:2984
TBM => Starting parse of 'shivans_adv-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'shivans_turretangle-shp.tbm' ...
TBM => Starting parse of 'shivans_trails-shp.tbm' ...
TBM => Starting parse of 'shivans_tech-shp.tbm' ...
TBM => Starting parse of 'shivans_shockwave-shp.tbm' ...
TBM => Starting parse of 'shivans_models-shp.tbm' ...
TBM => Starting parse of 'shivans_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 465
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load misc 2_title anim in main hall
ANI 2_Exit.ani with size 272x55 (14.1% wasted)
ANI 2_Pilot.ani with size 272x55 (14.1% wasted)
ANI 2_Continue.ani with size 272x55 (14.1% wasted)
ANI 2_Techdata.ani with size 272x55 (14.1% wasted)
ANI 2_Options.ani with size 272x55 (14.1% wasted)
ANI 2_Campaign.ani with size 272x55 (14.1% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 1012822985, IBX checksum: 3226283165 -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum: 546289972 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'Shivan Mission 1.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 264
Ending mission message count : 269
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'capital2s-01.pof'
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 3107866366, IBX checksum: 2943945225 -- "capital2s-01.pof"
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
BMPMAN: Found EFF (minertile2-glow.eff) with 30 frames at 15 fps.
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2s-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2s-01.pof
Allocating space for at least 38 new ship subsystems ... a total of 200 is now available (38 in-use).
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 651225735, IBX checksum: 3749023199 -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 2246874044, IBX checksum: 3104060394 -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 131622925, IBX checksum: 1025691878 -- "starfield.pof"
Model starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 384 new ship subsystems ... a total of 600 is now available (63 in-use).
About to page in ships!
ANI shield-f10 with size 112x93 (27.3% wasted)
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 3533707295, IBX checksum: 1503289896 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 with size 112x93 (27.3% wasted)
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 3525829606, IBX checksum: 2847941254 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'shockwave_red.pof'
IBX: Found a good IBX to read for 'shockwave_red.pof'.
IBX-DEBUG => POF checksum: 211450703, IBX checksum: 273281165 -- "shockwave_red.pof"
BMPMAN: Found EFF (shockwave3d_red-glow.eff) with 159 frames at 24 fps.
WARNING: "Inverted bounding box on model 'shockwave_red.pof'! Swapping values to compensate." at ModelRead.cpp:2185
Model shockwave_red.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
WARNING: "Inverted bounding box on submodel '' of model 'shockwave_red.pof'! Swapping values to compensate." at ModelRead.cpp:2340
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 676122068, IBX checksum: 2570923354 -- "cruiser03x.pof"
BMPMAN: Found EFF (cruiser03x-01-glow.eff) with 37 frames at 15 fps.
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 2527255781, IBX checksum: 1758251859 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'corvette2s-01.pof'
IBX: Found a good IBX to read for 'corvette2s-01.pof'.
IBX-DEBUG => POF checksum: 3899406533, IBX checksum: 2409004565 -- "corvette2s-01.pof"
BMPMAN: Found EFF (corvstile3-glow.eff) with 37 frames at 15 fps.
Unknown special object type $path17 while reading model corvette2s-01.pof
Unknown special object type $path25 while reading model corvette2s-01.pof
Unknown special object type $path15 while reading model corvette2s-01.pof
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship corvette2s-01.pof
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship corvette2s-01.pof
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 3647508254, IBX checksum: 1158518330 -- "support2t-01.pof"
Loading model 'carrier3t-01.pof'
IBX: Found a good IBX to read for 'carrier3t-01.pof'.
IBX-DEBUG => POF checksum: 2533234878, IBX checksum: 2516311486 -- "carrier3t-01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship carrier3t-01.pof
Int3(): From d:\c++\freespace\fs2_open - 3.6.9 development\code\globalincs\windebug.cpp at line 1051
Um, you can do cutscenes between missions pretty easily.Well, thats kind of the problem, we don't have ANY programmers. We're asking for some >_>
If your programmers want to work with the FSOpen engine, they should join the FreeSpace Source Code Project. You can find the forum here on Hard Light.
(http://img4.imageshack.us/img4/6746/natbryacs.jpg)
27. Do a search and replacethat just before opening the file in PCS2, and Notepad++ said there was no " -node" " in the file. So I shrugged and went about my business. However, I suspect that may be part of my problem.
* a. Search for: -node” (include the quote)
* b. Replace with: “ (just the quote)
* c. This gets rid of any “detail1-node” and replaces with with “detail1”
* d. Save
</float_array>
<technique_common>
<accessor source="#shield-lib-UV0-array" count="64" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="shield-lib-Vertex">
<input semantic="POSITION" source="#shield-lib-Position"/>
</vertices>
<polygons count="80">
<input semantic="VERTEX" offset="0" source="#shield-lib-Vertex"/>
<input semantic="NORMAL" offset="1" source="#shield-lib-Normal0"/>
<input semantic="TEXCOORD" offset="2" set="0" source="#shield-lib-UV0"/>
<p>0 0 42 12 1 12 13 2 13</p>
<p>12 3 12 1 4 1 17 5 17</p>
<p>12 6 12 17 7 17 13 8 13</p>
<p>13 9 13 17 10 17 2 11 2</p>
<p>0 12 43 13 13 13 14 14 14</p>
<p>13 15 13 2 16 2 18 17 18</p>
<p>13 18 13 18 19 18 14 20 14</p>
<p>14 21 14 18 22 18 3 23 3</p>
<p>0 24 44 14 25 45 15 26 15</p>
<p>14 27 46 3 28 47 19 29 19</p>
<p>14 30 48 19 31 19 15 32 15</p>
<p>15 33 15 19 34 19 4 35 4</p>
<p>0 36 49 15 37 15 16 38 16</p>
<p>15 39 15 4 40 4 20 41 20</p>
<p>15 42 15 20 43 20 16 44 16</p>
<p>16 45 16 20 46 20 5 47 5</p>
<p>0 48 0 16 49 16 12 50 12</p>
<p>16 51 16 5 52 5 21 53 21</p>
<p>16 54 16 21 55 21 12 56 12</p>
<p>12 57 12 21 58 21 1 59 1</p>
<p>1 60 1 27 61 27 22 62 22</p>
<p>27 63 27 10 64 10 36 65 36</p>
<p>27 66 27 36 67 36 22 68 22</p>
<p>22 69 22 36 70 36 6 71 6</p>
<p>2 72 2 28 73 28 23 74 23</p>
<p>28 75 28 6 76 6 32 77 32</p>
<p>28 78 28 32 79 32 23 80 23</p>
<p>23 81 23 32 82 32 7 83 7</p>
<p>3 84 3 29 85 29 24 86 24</p>
<p>29 87 29 7 88 7 33 89 33</p>
<p>29 90 29 33 91 33 24 92 24</p>
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Hopefully that will be of some use to you guys.The problem has been fixed (manually). The Max exporter simply fails beyond belief.Whats funny is, that's an understatement, at least we know how to deal with it in the future now.
Again, I have to give you mad props, Quanto ( :yes: :yes: :yes:) - this is looking superb!Believe it or not, I'm actually one of those "HUD Only" peoples.
I wonder, are you going to eventually implement a working cockpit interface once the code is stable enough to do it? (It might be already...) The display seems simple enough that applying a radar screen (and perhaps a different guage type(s) as well) wouldn't deter the "HUD only" crowd... :nod:
Hoooyah.
CC = Corvettes** ~100m long
FF = Frigates ~ 250m
DD = Destroyers** ~350m
CL = Light Cruisers ~500m
BC = Battle Cruisers** ~700m
BB = Battleships* ~1km
CVL = Escort Carriers ~600m
CV = Carriers* ~1.5km
BV = Battle Carriers ~1km
DN = Dreadnaughts* ~1.5km or larger
*Not featured in planned campaigns, however, we are leaving the option open.
** Ship Size only utilized by the Veslans
Nothing leading to a,
(http://ui18.gamespot.com/2897/whywouldyoudothat_2.jpg)
"Why would you do that?!" reaction should happen.
Just to point out some thing here about Capships in SA:FSO, this game will follow traditional Naval Ship Class Designations.
Official Naval designation don't contain 1km long ships...and they don't contain dreadnoughts either. DN's are battleships...or should I say, were early battleships.
I found a few Videos for the Sega Saturn version of Stellar Assault while looking up the video you posted... I can identify the Terran fighters just fine, but I don't recognize any of the capitol ships. Any input on this, Quanto? Upon analysis, I must also note how you merged design elements from both versions of the game in your fighters to date...
Also, apart from the 32X version and the Saturn version (which looks much prettier, I must say...), were there any other releases of the game? Again, I'd be curious to track down a Japanese speaker on HLP to decipher available elements of the story (on YouTube, mostly)... just so you'd know. :)
Sorry Spoon, no mechs in space./me approves of this message!
Lots of mechs in space, just not in that mod...
;7
Lots of mechs in space, just not in that mod...
;7
There are plenty of mechs...just not in space. They are where they belong: on the ground.
Geometry's finished, and now needs a UV map and textures.
...
Andy, you have horrible timing. :p
I thought we could use some motivation in this thread, so I whipped out a simple, non-serious image using tools I rarely touch: pens...
:shaking:
(http://amaqbw.bay.livefilestore.com/y1pIBXtZDuo-YhvKgMqDmrDzjwHl9cCdPD7irqOZBAf6eg624J3mtB0khXrdvxt-UwKT5m6OxZ2NkryeA95jGo74COjbWQfPUBv/Feather%201.jpg?psid=1)
Do you have edgesplit on that?
The lighting looks very wrong...