Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Goober5000 on January 11, 2003, 01:12:26 am
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Okay, we're going to try subjecting the FS2 engine to one of the most stressing smoke tests ever conceived. And we need your help. :)
One of the possibilities with change-model is to slideshow a bunch of models back to back, so that they look like they're animated. We need to know if this is actually feasible in-game or if the engine will choke.
So I request some valiant modder to take some ship model and animate it in some way. Just make a bunch of slightly different models that we can change, in sequence, to achieve the animation effect.
It doesn't even need to be complicated - even taking the Faustus and saving a couple different POFs, each one with the solar panel slightly moved from its previous position, would work. (That actually might be the best option to run the test with.)
I await a response. :cool:
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If you're going to use SEXPs to trigger each frame of the model change, wouldn't each frame be at least on second apart (I assume you'd use a delay of one second between sucessive SEXPs)? Is that going to be smooth enough?
Unless you can change the code to allow SEXPs to fire at shorter intervals or you have some other fancy plan up your sleeve...
But even then, will there be enough SEXP nodes per mission to allow more than a few transformations? Unless you can change that, as well, I suppose...
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I'd make one sexp, with one condition and a bunch of change-model actions. Or I'd chain them. I think every sexp is evaluated once per frame.
But keep in mind, this is a test. No cool implementation planned yet. :)
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Maybe some sort of transforming subobject could be used, like a rotational subobject?
Might need pof formatr changes though :ick
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I haven't tried this yet, but if Ronin's transformation code for the RTMOD was based around these functions, then I think there may be a slight pause each time the ship type changes due to the fact that it would be loading the POF file and textures in game rather then before the mission starts. (The length of that pause may vary depending on the user's computer.)
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There is a pause, but only if the model wasn't loaded previously. If there's another model of the same type used in the usual way, there's no pause.
I'm going to look at having the model loading code search through the sexps and load any of the models that might be used.
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Originally posted by Goober5000
So I request some valiant modder to take some ship model and animate it in some way. Just make a bunch of slightly different models that we can change, in sequence, to achieve the animation effect.
How will this stress-test FS2 any more than just using the existing models?
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well if he knew that he wouldn't need to test it now would he :)
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Originally posted by ZylonBane
How will this stress-test FS2 any more than just using the existing models?
Because you're loading them IN-MISSION (possibly) rather than pre-loading. Also, you're having several models in memory for the one 'instance' if you will. (Oh forget it, I'm just out of an O&A exam!)
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The object is not to stress-test FS2 specifically - the object is to test whether animation is feasible.
I could just load a bunch of different models and flip between them, but that'd look dumb. I'd rather test the animation effect with models that will actually produce an animation, rather than do a seizure of different models being switched back and forth very fast.