Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Arculis on March 14, 2004, 11:31:27 pm
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I'm just now starting to figure this fighter modeling stuff out, but I just want to ask a question here without having to search through tons of confusing tutorial information. Fighters use a sub model for thruster plumes, which I've figured out how to make work. I just want to know if You can also use submodels for other things that are part of fighters, such as turrets, without causing any trouble. (My experience so far has been that being slightly off can really screw up a lot of hard work.) So can I have fighter models that use additional submodels besides just thruster plumes, using them the same way that thrusters are used?
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yea, you can have turrets, rotating ship sections, gatling guns so ohn and so fourth.
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Fighters/Bombers are limited in the number of subsystems though, IIRC , so go easy.
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I seem to vaguely remember that only bombers will use turrets correctly but I could be wrong.
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Originally posted by karajorma
I seem to vaguely remember that only bombers will use turrets correctly but I could be wrong.
Yes, turrets in fighters won't work. Maybe the SCP guys can fix that....
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been fixed
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I don't necessarily need submodels that are functional, I'm just wondering if I can attach them to a fighter. MOSTLY just for the sake of being able to manager different models in Lithium Unwrapper when I want to texture them.
I'm messing with a fighter design that uses the primary model for the base, then a another submodel to support secondary cannons, a secondary model to support primary cannons, and third model for thruster plumes. The cannon sets are especially detailed, because they way they are setup is part of the overall look of the ship.
Now I'm wondering if 939 verticles and 1096 faces is a bit much... (And that's after a lot of trimming!)
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It's actually under spec for a HTL fighter by about half :D
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Yeah but what about the normal version?
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to much for non-htl, keep it below 800 verts (I think)
just keep it in HTL mode, there is no limit to how much crap you are alowed to cram into it then.
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Frankly I don't even know what HTL mode is... :P
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basically we can make 10,000 poly ships. i wouldn't recommend anything above 5000 unless its a one-of-a-kind ship
just check the SCP forum
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Originally posted by Arculis
Frankly I don't even know what HTL mode is... :P
Basically it's an option in FS2_Open where the graphics card rather than the CPU does all the hard work.
The result is that you can have much higher polys in a single subobject (FS2 was limited to ~750 per subobject).