Author Topic: RELEASE: EAS Nova v0.1.1 5/10/20  (Read 2596 times)

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Offline starbug

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RELEASE: EAS Nova v0.1.1 5/10/20
5/10 UPDATE: So i have fixed the Glow issue by resetting the offset. I have also tweaked the glow point settings. Fixed the issue with turret04 barrels and renamed them to Turret04-arm. Moment of inertia has been added. The only issue i am unable to resolve myself is the Turrets 3 and 4 not moving or tracking targets, i am really stumped by this.


So i have got the nova in game and seems to be working, i have only noticed a couple of minor issues:

1. Turrets 3 and 4 for some reason refuse to rotate and track targets, yet turrets 25 and 26 work fine and they all have the same data in the pof and tbm, so i am unsure why they won't work, but in the meantime i have angled 3 and 4 to face forward in the TBM.

2. The Glow points won't align when in game. When i set them up in the PCS they are all in the correct position but when i then launch the game they are all out of alignment. its no game breaking issue but is annoying.

Would be very great full if someone could look and see what i have missed or done wrong to cause this issues.

DOWNLOAD LINK

NEW LINK 05/10 http://www.mediafire.com/file/1p668deng4j9d5t/Eas_Nova_mk_2.zip/file

http://www.mediafire.com/file/lfkq9u3aq4ar72b/EAS_Nova.zip/file

[attachment deleted by admin]

[attachment deleted to save space]
« Last Edit: October 05, 2020, 02:40:25 pm by starbug »
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
Re: RELEASE: EAS Nova v0.0.1
Ad.1 You should add rotation time for turret03 and turret04 in tbm.
Ad.2  Probably Offset in Detail0 is messing with glowpoints. But if you change offset to 0:0:0, then you have to adjust firepoints, special points, thruster points, docking points, paths.

Some small things: Turret04 - turret05-arm and add moment of inertia.
« Last Edit: October 05, 2020, 03:52:47 am by tomimaki »

 

Offline starbug

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Re: RELEASE: EAS Nova v0.0.1
ok cheers will take a look at that, thank you
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline den5

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Re: RELEASE: EAS Nova v0.1.1 5/10/20
Ad.1 You should add rotation time for turret03 and turret04 in tbm.
As tomimaki said

$Subsystem:     name, percent_damage, turret_turn_360_time.  You have $Subsystem:   turret03,    4.0,   0.0 Try this $Subsystem:    turret03,    4.0,   2.4

 

Offline The E

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Re: RELEASE: EAS Nova v0.1.1 5/10/20
small suggestion: Use the initial animation state for the turrets to not have the barrels stick straight up or down. It's the FS2 equivalent of spawning in models in T-Pose.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline starbug

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Re: RELEASE: EAS Nova v0.1.1 5/10/20
Cheers guys, have got the turret fixed, and yeah The E, i am working of the animation state of the turrets.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
Re: RELEASE: EAS Nova v0.1.1 5/10/20
That's an amazing work! :yes:

 
Re: RELEASE: EAS Nova v0.1.1 5/10/20
Hoping to be able to add this to the next release for TBP.   Any chance of that happening for a Christmas release?

 

Offline starbug

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Re: RELEASE: EAS Nova v0.1.1 5/10/20
Right in a bid to get this working before xmas, i have been trying to set this up as a drop in replacement for the Nova, but when the game loads up the animations for the gun barrels do not work they stay in their up right T-pose position, here is a copy of the TBL. Have i gone wrong somewhere or is it just conflicting with the original Table in the ship.tbl?

$Name:               EAS Nova
$Short name:            Nova
$Species:            EA Military
+Tech Description:         XSTR("The Dreadnought of Earth Alliance fleet was supposed to make the EA military invincible. Confidence after the Dilgar War victory led to the Nova Dreadnought design which essentially was a vessel constructed with as many plasma turrets as possible. The military needed a battleship capable of supporting ground attacks as well as bringing overwhelming firepower to space confrontations. Unfortunately, it was underpowered for the weaponry mounted on the ship and when the Earth Minbari War broke out it was hopelessly outmatched by the Sharlin Warcruisers. Most of the Nova class was destroyed. Although a few still survive, the remaining Nova hulls still under construction were modified to create the Omega class destroyer following the war.", -1)
$end_multi_text
$POF file:            EAM_Nova.pof
$Detail distance:         (0, 7150, 9600, 18000)
$Show damage:            YES
$Density:            1
$Damp:               0.2
$Rotdamp:            1.5
$Max Velocity:            0.0, 0.0, 30.0
$Rotation time:            120.0, 120.0, 100.0
$Rear Velocity:            0.0
$Forward accel:            10.0
$Forward decel:            6.0
$Slide accel:            0.0
$Slide decel:            0.0
$Warpin type:            Babylon5
$Warpout type:            Babylon5
$Expl inner rad:         850.0
$Expl outer rad:         1700.0
$Expl damage:            200.0
$Expl blast:            8000.0
$Expl Propagates:         YES
$Shockwave Speed:         425.0
$Shockwave Count:         3
$Default PBanks:         ()
$Default SBanks:         ()
$SBank Capacity:         ()
$Shields:            0
$Power Output:            100.0
$Max Oclk Speed:         30.0
$Max Weapon Eng:         100.0
$Hitpoints:            120000
$Flags:               ( "capital" "in tech database" "dont collide invisible" )
$AI Class:            Captain
$Afterburner:            NO
$Countermeasures:         0
$Scan time:            2000
$EngineSnd:            136
$Closeup_pos:            0.0, 0.0, -1500
$Closeup_zoom:            0.5
$Shield_icon:            Shield_EAM_Nova
$Score:               1100
$Thruster01 Radius factor:      0.9
$Thruster Bitmap 2a:         <none>
$Subsystem:            engine01,    5.0,   0.0
   $Engine Wash:         LargeWash2
   $Flags:            ( "carry no damage" )
$Subsystem:            engine02,    5.0,   0.0
   $Engine Wash:         LargeWash2
   $Flags:            ( "carry no damage" )
$Subsystem:            engine03,    5.0,   0.0
   $Engine Wash:         LargeWash2
   $Flags:            ( "carry no damage" )
$Subsystem:            engine04,    5.0,   0.0
   $Engine Wash:         LargeWash2
   $Flags:            ( "carry no damage" )
$Subsystem:            navigation,    1.0,   0.0
$Subsystem:            weapons,    3.0,   0.0
$Subsystem:            Reactor,    3.0,   0.0
$Subsystem:            Communication,    1.0,   0.0
$Subsystem:            sensors,    1.0,   0.0
$Subsystem:            fighterbay,    4.0,   0.0
$Subsystem:            turret01,    4.0,   0.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" )
$Subsystem:            turret02,    4.0,   0.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" )
$Subsystem:            turret03,    4.0,   3.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret04,    4.0,   3.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode" )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret05,    4.0,   0.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret06,    4.0,   0.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret07,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret08,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 2" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret09,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret10,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret11,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret12,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret13,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret14,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret15,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret16,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret17,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret18,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret19,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret20,    1.0,   1.0
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret21,    1.0,   1.0
   $Default PBanks:      ( "EA Plasma Launcher" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret22,    1.0,   1.0
   $Default PBanks:      ( "EA Plasma Launcher" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret23,    1.0,   1.0
   $Default PBanks:      ( "EA Plasma Launcher" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret24,    1.0,   1.0
   $Default PBanks:      ( "EA Plasma Launcher" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,180,0
$Subsystem:            turret25,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
$Subsystem:            turret26,    3.0,   2.4
   $Default PBanks:      ( "EA Heavy Plasma Turret 3" )
   $Flags:            ( "carry no damage" "check hull" "only target if can fire" "target requires fov" "salvo mode"  )
   $animation:         triggered
   $type:            initial
   +relative_angle:      90,0,0
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline den5

  • 27
Re: RELEASE: EAS Nova v0.1.1 5/10/20
Right in a bid to get this working before xmas, i have been trying to set this up as a drop in replacement for the Nova, but when the game loads up the animations for the gun barrels do not work they stay in their up right T-pose position, here is a copy of the TBL. Have i gone wrong somewhere or is it just conflicting with the original Table in the ship.tbl?

$POF file:            EAM_Nova.pof

I think its a models name conflict. Your model is named newNova.pof



[attachment deleted by admin]
« Last Edit: December 22, 2020, 03:16:57 pm by den5 »

 

Offline starbug

  • 210
    • DarkSide Animations
Re: RELEASE: EAS Nova v0.1.1 5/10/20
The one I setup up on my home system everything is named to replace the original
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

  

Offline den5

  • 27
Re: RELEASE: EAS Nova v0.1.1 5/10/20
I see two options for you.
1. Use a different model name so that everything works correctly with your tbm file.
2. If you want to keep the original name EAM_Nova.pof then its necessary that the all subsystem names in your model are completely identical to those written in ships.tbl. The rear turrets should be last written, as done with EA Nova # guns.
Perhaps others will correct me if I'm wrong.

 
Re: RELEASE: EAS Nova v0.1.1 5/10/20
Where can you get a copy of PCS (2.1??) to edit some of the models?

 

Offline den5

  • 27
Re: RELEASE: EAS Nova v0.1.1 5/10/20
Where can you get a copy of PCS (2.1??) to edit some of the models?
Try here https://www.hard-light.net/forums/index.php?board=193.0