Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on July 03, 2004, 02:48:26 am
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can glowpoints be set up to move with roatating ship sections and turrets? i want to set up a little laser sight effect on some turrets but didnt know if theyd move. not sure what exactly the obj parent field is for. infact the wiki needs more info on glowpoints.
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they should
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I tried setting up some glowpoints on a model, using its rotating section as the subobject, but the glowpoints remained in a static location. I probably just didn't enter something properly, so more info in the help docs would be okay.
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Feel free to write such info, the help files are editable by everyone.....
I myself have no idea how glowpoints work, so I can't write the info myself.
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Help us Bobboau, you're our only hope...
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I'll see if I can get it working, glow points need some work, they never got all the features they were gona get, becase nobody ever used them, but if interest seems to be comeing back yo them I'll work on them some more
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how ironic that yesterday woo helped me get glow points working, and i am currently adding time to all of the MT new ships.
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If someone understands these things, please, please make a Wiki entry.
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ok, there was a small bug that killed the ability to add them to subobjects
http://freespace.volitionwatch.com/blackwater/fs2_open_r.zip
also anyone testing that, make sure there isn't any of the old white square problem, that has my FVF code in it, but I turned off the resorting code that was causeing that recode error..
just type in the submodel number of the submodel you want the glow points to be atached to, place the glow points in model space, not submodel space
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ok, im gonna see if i can get my turret effect to work.
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i finally got around to testing and while the glowpoints to move but not the way i wanted them to. it works fine as far as putting them on rotating ship sections, gatling guns even, but when you place it on the barrel of a multipart turret it inherits the up/down rotation of the barrel but not the right/left rotation of the base. its not really that big of a deal i just think the effect of having a laser sight on a turret would look cool.
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hmmm, maybe I can get that doing that for you, I'll give it a shot
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cool! and thank you! im gonna play around with glowpoints for awhile till i understand them enough to add it to the wiki.
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meh, I don't think this is gona get done, the way turrets and subobjects and subsystems and all that crap are stored, it'll probly take me a few days to sort everything out, sorry I tried
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turrets probibly need to be redone if were to do anything new with them. i looked at the turret code ahile back and there is really not much you could do with it without screwing it up altogether.
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turret code == box some chick named Pandora wanted me open and tell her what was in it.
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hehehe
i wonder how much work it would be to redo turrets from scratch to accomidate a million and one turret changes people have requested.
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probly less than implementing one of them in the current arangement
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i take it turrets havent changed sence fs1.
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Doubt it.
There's still some stuff left over from Descent in the code. :p
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dont i know it, i used to mod descent.