Yeah, I'm a very firm believer in "if you have tried all resources at
your disposal, and can't get anywhere ask for help."
On the other hand I don't like to seem like a nag or a fool either. *sigh*
A double edged sword.
Anyway, here's a question then. Backslash, myself, and probably Scooby all
could use to know how paths and docking points work.
So is PCS2 able to do these now without issue, and if so, is Bob's old PCS1 site
instructions still valid? That'd probably get us most of the way I think.
I'd rather learn the right way, rather than just keep copying from other models.
Moment of inertia calculating seems to have worked fine for me so far btw.
I've also asked for some additional information on how do you setup a glow point
in PCS2. The Max end according to the tut is covered... but I'm at a loss as to the pcs2 end.
Bob's old site doesn't even have a section on glows. Shame that thing can't get revised.
Edit * OK still have some questions on glows.
What do these do and what is their usage?
Parent Subobject
Type
Properties ($glow_texture= syntax used here?)
What are the requirements for the graphic? PCX,DDS, etc... size... color restrictions?
Is there a way to make the glow fade, or use animated files?
Is there a list of average mass values for fighters.. caps, weps?
The model above I setup with a table with surface shields, yet in game there's no effect
displayed when a weapon hits it. The shield does have a value, but it acts like it's only hitting hull.
Is a modeled shield mesh required even if you only want surface shields ?