Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on April 05, 2003, 07:18:32 am

Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 07:18:32 am
Would it be possible to have susbsytem boxes which weren't regular cubes? I mean, obviously I'd only push it as far as cuboids, but if someone could find the 'allow irregular subsys = false' line and change it to 'true' I'd be most appreciative ;7
Title: Subsystem shapes
Post by: Galemp on April 05, 2003, 01:08:17 pm
Er, what? They might appear as cubes in Modelview, but they're actually more like regions in-game. You don't see them as cubes.
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 01:41:02 pm
Well, yeah, I see what you say, but as I understand it any part of the model within the subsystem cube will be part of the subsystem and take damage to that subsystem if hit. If that makes sense.

What I wanted was to be able to define, say, a really long thin piece of my ship as a subsys. Case in point - the bridge of my carrier. Now, the centre of the subsys cube needs to be roughly in the centre of the bridge bit of the model, or the aim cue will appear in a funny place. If the cube I define is too big, parts of the hull are incorporated in to the subsys. But in avoiding this, the susbsys isn't wide enough to take on the whole bridge superstructure - the edges aren't included in the subsytem. If I could define a cuboid, I could make a subsys box wide enough to include the width of the bridge, without having to be equally tall and thus 'clipping' parts of the hull I don't want it to.
Title: Subsystem shapes
Post by: karajorma on April 05, 2003, 01:44:26 pm
I think I see what DG is after. Suppose you want an engine subsystem that sits on a flat plane that is wider than it is long. At the moment you can`t do that.

 To be honest though I really can`t think of any reason why you`d want to though :) Maybe DG can enlighten us :)

EDIT : Nevermind. He did :)
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 01:45:33 pm
*shakes fist*

If anyone needs me I'll be in the Angry Dome, conjuring up a screencap...

(http://www.angelfire.com/magic/diamondgeezer/idiotproof.gif)
Title: Subsystem shapes
Post by: karajorma on April 05, 2003, 01:57:21 pm
Quote
Originally posted by karajorma
EDIT : Nevermind. He did :)


And then he goes and messes it up by showing a pic that AFAIK doesn`t actually require a source code mod.

DG. Take the first box and move it upwards until the bridge is completely surrounded but the rest of your ship is not touched by the box. AFAIK That should do exactly what you want it to.

However DG's point would still be valid for a ship where the bridge wasn`t above the plane of the rest of the ship.
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 02:00:38 pm
Quote
Originally posted by karajorma
DG. Take the first box and move it upwards until the bridge is completely surrounded but the rest of your ship is not touched by the box. AFAIK That should do exactly what you want it to.  
Quote
Originally posted by diamondgeezer
Now, the centre of the subsys cube needs to be roughly in the centre of the bridge bit of the model, or the aim cue will appear in a funny place.


*goes back to Angry Dome*
Title: Subsystem shapes
Post by: karajorma on April 05, 2003, 02:05:03 pm
Aha. Now I see what you`re after.
Title: Subsystem shapes
Post by: Kazan on April 05, 2003, 02:26:17 pm
you could also have the same effect by making the bridge a subobject and giving it the correct properties
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 02:31:14 pm
Er... OK, I'll expose my ignorance - what sort of properties?

Sorry, Free Terran's ICQing me and my brain is starting to melt...
Title: Subsystem shapes
Post by: StratComm on April 05, 2003, 02:38:03 pm
You'd make it a seperate sub-object, like a turret, and give it similar entries in PCS under subobject properties or whatever.  The trouble with this strategy is thatthe subsystem is now destroyable, and that isn't exactly what you're after I don't think.  You could get around this, but it would take a good bit of finesse and a lot of redundant polys.
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 02:41:33 pm
So we're back to where we started - can subsystems be made to be defined with irregular cuboids?

At the moment, I'm just asking whether or not it might be possible, before I go beating the coders with frozen goats and yelling at them to do it :)
Title: Subsystem shapes
Post by: Kazan on April 05, 2003, 03:27:51 pm
yes.. using subobjects -- turrets are technically subsystems
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 04:55:54 pm
Hokey koeky, I'll bear that in mind for next time.
Title: Subsystem shapes
Post by: Bobboau on April 05, 2003, 06:58:24 pm
and despite what MV says there shperes not cubes
Title: Subsystem shapes
Post by: diamondgeezer on April 05, 2003, 08:04:12 pm
What the...

*cries*
Title: Subsystem shapes
Post by: LAW ENFORCER on April 07, 2003, 06:34:32 pm
they are spheres? what ignorant programmer made THAT one up....!!! I know sphere would be the best shape for the job, but didn't they know back then they were thinking up FS1 that future modders needed irregular cubiods! And they go and make it SHPERICAL! JUST to spite that 27 carot diamondgeezer! Stupid programmers, bet they can't even count!!



:p


(and Kazan (which is now my general term for people who seem to lack a sense of humor, well MY sense of humor to be exact), this is a *joke*:rolleyes: )
Title: Subsystem shapes
Post by: diamondgeezer on April 07, 2003, 06:51:42 pm
Unlike Zylon Bane, you're in Scotland and thus not to far away for me to come and smack you with a half-brick in a sock :)

*waits for Kazan to get cross with LE*
Title: Subsystem shapes
Post by: Bobboau on April 07, 2003, 06:59:32 pm
you know you can have a destryable subobject if you want
Title: Subsystem shapes
Post by: Stryke 9 on April 07, 2003, 07:10:08 pm
Quote
Originally posted by diamondgeezer
...before I go beating the coders with frozen goats and yelling at them to do it...


For the last time, no, I'm not giving you the keys to the Goat. Lay off.

Subobjects would work well in that spot, anyways- you telling me that a Helios or two wouldn't knock that section straight off the body?
Title: Subsystem shapes
Post by: diamondgeezer on April 07, 2003, 07:15:33 pm
What Stryke said - sort of.

I don't want the bridge bit destroyable. I just want to designate the bridge bit of the model as a subsytem, namely navigation. Could a coder just please tell me if it would be at all possible? If there's no way it can be done than obviously I'll shut up, but so far it seems like everyone's questions in this thread have been answered bar my own :sigh:
Title: Subsystem shapes
Post by: Bobboau on April 07, 2003, 07:33:09 pm
no, it isn't posable.
use destroyable subobject, remember you can have the dead smoldering chunk left (you can make it look just like the non-dead version)
Title: Subsystem shapes
Post by: diamondgeezer on April 07, 2003, 07:35:56 pm
Forget it
Title: Subsystem shapes
Post by: Sesquipedalian on April 07, 2003, 11:13:04 pm
Quote
Originally posted by LAW ENFORCER
*Ignorant blither*

You, sir, are an ass.  
As you are an ass, I suggest you avoid buggers.


Anyway, DG, Bobboau's last idea sounds like the perfect solution for you.  Make the bridge a seperate subobject and name it "bridge," and then duplicate it and name the duplicate "bridge-destroyed."  The two submodels will be identical, so the player won't see any difference before and after.  It will be be perfect.
Title: Subsystem shapes
Post by: LAW ENFORCER on April 08, 2003, 06:20:00 pm
Quote
Originally posted by diamondgeezer
Unlike Zylon Bane, you're in Scotland and thus not to far away for me to come and smack you with a half-brick in a sock :)

*waits for Kazan to get cross with LE*



:p good one... heh:nervous:

anyway I support your idea man! its cool! I didn't even think of it then was shown it here and thought. Man! Thats cool! yeah! or somthing (Im NOT jokeing!!!:eek2: )

And DG, if you do do it the dest object way, at least make the destroy part diff texture (blown up one) so it looks cool!


Quote
Originally posted by  Sesquipedalian
You, sir, are an ass.
As you are an ass, I suggest you avoid buggers.

:D

Whats a bugger?

Its a joke man! little bit of RBG lighten all round me thinks!:wink:
Title: Subsystem shapes
Post by: Stryke 9 on April 08, 2003, 06:26:48 pm
OBSERVATIONAL HUMOR IS FOR PROFESSIONALS ONLY. DO NOT ATTEMPT THESE JOKES AT HOME.
Title: Subsystem shapes
Post by: LAW ENFORCER on April 08, 2003, 06:50:38 pm
Well said, im AM a professeional however, my joke logic has been run through many throughput tests and twisted closed aoudiance checks. I have developed and refined my observational humor to the pin point of... a planet. What? Anyway, some comedians are seriuos (tell jokes) some are 'idiots' (like Lee Evans, basicaly run around being an idiot telling jokes, while still being very funny). I am like a 'bus driver' comedian... im not one, I just do bad jokes...