Author Topic: weapon models  (Read 34247 times)

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Offline Bobboau

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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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Offline Descenter

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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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Offline StratComm

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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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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nuke

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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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Offline Descenter

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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.
« Last Edit: February 13, 2005, 06:05:09 pm by 1837 »
"War is like playing a game of chess.  You move units on a field, and stratiegically try to weaken the opposing force, a sort of... elequent ballet.  Sure you might lose a few units,.... but, at times, it all part of the plan..."

"Most of the human race really don't give a damn.  Well I do, and I try to do something about it by giving a damn."

 

Offline StratComm

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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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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

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there is a limit but it can be easily raised
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Offline StratComm

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Did that breaking multiplayer ever get resolved?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

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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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Offline ZylonBane

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Quote
Originally posted by Ypoknons

Yiff! Never mind high-poly missiles... when is someone going to make high-poly asteroids?
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Offline Flaser

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Quote
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

 

Offline Cobra

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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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Offline Taristin

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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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Offline StratComm

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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.
« Last Edit: February 14, 2005, 06:36:28 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Descenter

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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
"War is like playing a game of chess.  You move units on a field, and stratiegically try to weaken the opposing force, a sort of... elequent ballet.  Sure you might lose a few units,.... but, at times, it all part of the plan..."

"Most of the human race really don't give a damn.  Well I do, and I try to do something about it by giving a damn."

 

Offline StratComm

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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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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Descenter

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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?
« Last Edit: February 14, 2005, 06:41:04 pm by 1837 »
"War is like playing a game of chess.  You move units on a field, and stratiegically try to weaken the opposing force, a sort of... elequent ballet.  Sure you might lose a few units,.... but, at times, it all part of the plan..."

"Most of the human race really don't give a damn.  Well I do, and I try to do something about it by giving a damn."

 

Offline StratComm

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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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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Quote
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?!