Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on February 01, 2005, 12:31:12 pm
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(http://server3.uploadit.org/files/nukebomb-screen00.jpg)
finly optimised the textures for htl. this ship had 15 of them, i reduced that to 7. replaced my stock prefab turrets with custom ones (gatling turrets too :D) which freed up most of the textures. added a new texture for the wings and turrets. fighterbay works, complete with animated doors. the gatling turrets have seprate submodels for the barels just incase bob can get those to work (and hopefully can provide for more animation code testing). anyway i wanna model the bridge interior, but il finish cockpitting my fighters first.
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Picture's kin dof dark, but I like it. :yes:
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yea, i need sleep and an too tired to go set up some real screenies.
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Cool...make it fatter (vertically), though, and what're those line things coming off the bow?
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You know,m I really like a lot of your stuff Nuke. Is there a campaign in th works at all?
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Indeed there is... :drevil:
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Originally posted by Unknown Target
Cool...make it fatter (vertically), though, and what're those line things coming off the bow?
missiles.
nice ship. :yes2::yes: reminds me of Modified Nebulon-B Frigate in SW, only it's taller.
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Originally posted by Black Wolf
You know,m I really like a lot of your stuff Nuke. Is there a campaign in th works at all?
yea but we dont like excessive hype.
i wish there was a way to make those missiles follow the turret normal befor turning away, that just looks messy. i have the same problem on the ragnorok and valhalla class. it should be like trek, the missiles should leave the tube, fly away from the ship before seeking out their targets.
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post a video of the dock working! :D
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Originally posted by Nuke
anyway i wanna model the bridge interior, but il finish cockpitting my fighters first.
Just FYI, but the current "show ship" flag should also work with capships as well as fighters, as long as they have an eyepoint in the right spot.
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*sighs* it would be pretty nice if i could implement that into my xwing.
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(http://server2.uploadit.org/files/nukebomb-screen06.jpg)
i finally got the fighterbay doors to work without moch noticable clipping. it took hours of tweaking to get the animation to look right.
damn i really need a better vid card :D
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i had intended to do the bridge in the same way as a cockpit. it has the 2 bubble cockpits in front for the pilot and copilot, behind those is the captains chair, then im gonna have an elevated platform (kinda like enteprise d's bridge) then in the center in line with the upper/lower disruptor beam turrets is gonna be the optics well, essentially the power interlink for the turrets, like a power core glowpointed to hell. either side of that by the side windows will be the missile gunner targeting sations, polycount permitting i wanna have more stations in the back. id like to have he option to cycle through multiple eyepoints, so i can have one at each station with a view.
one things i want for the animation code are the option to animate to absolute angles and one to hold rotational position. the fighterdors do to stage opening. the fist stage opens them only enough to deseal the doors. it required that all 3 pivits turn at once. this made it vare diffucult to keep the doors square with the ship whle they retract. but as the doors inheirt the motion of both swingarms thios was very difficult. overall the doors only need to rotate a few degrees from its starting position, while the 2 interlinking arms need to rotate 90 and -50 degrees res[pectively. while i was very hapy with the way i animated the deseal stage. im not very happy with the way the animation completes. in the end i just set the doors on one side to have a longer delay so that they open one at a time (the way landing gear worked in WWII). id like the doors to hold their absolute rotational position while the other components open, then trigger their final rotation in the last seconds of the animation. im sure with the proper math formulas i could calculate all the values to make the anmation look the way i want it to. ad also like a lnding clearance option in thew comm list, which will tell a capship to open its doors so the player may land, and a has landing clearance sexp, so that you can script a landing in only one event, and to also trigger landing light glowpoints.
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I think if you give the player ship orders to depart to the fighter bay it might open them when you get close enough, not sure what happens with player ships and AI paths...
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Nuke: multiple eyepoints would certainly be possible with SEXPs or a command line parameter...I have yet to implement a successful keypress so I'm hesitant to say I could do it that way, but it is theoretically possible.
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did you look up that thread I posted ages ago about adding new controles?
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I didn't know it existed. :p
*Does so*
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i have a test mission that when over will give the player's ship over to the ai and lands in the fighterbay. it looks hideous but it works. so long as the rumrunner is flying straight its fairly easy to fly into the bay manually and end the mission with the distance subsystem sexp or whatever. i just need a way to have the doors open so that i may land.
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You could give the player a garage-door-opener style key. ;)
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another thing that would be cool, start a mission leaving a docking bay, which might be doable as is. either by giving the ship to the ai for the beginning of the mission, of by plaing the fighter in the bay in fred. most pirate fighters dont have subspace capability the rumrunner is essentially a small carrier with room for 6 chimeras or 2 shagraths. she could probibly also carry a bomber or heavy fighter on its underside dock.
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start from fighter bay as part of a wing of two or more fighters
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the, uhm, rumrunner?
Cool, I'll take two with ice. Its about time someone invented a ship like this.
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named after the boats which were used during the prohibition to smuggle booze into the united states. they were small boats with big engines, they would go 200 miles out to sea and pick up a load of booze from merchant vessels and secretly sneak back into port. when the feds got wind of you they would chase your boat down and shoot it up with a thompson sub machine gun. most of the time the feds didnt take prisoners. it seems the proper name for a pirate vessel class.
i think the bridge needs a wet bar, after all the pf satyr has an entertainment center and a beer cooler :D
ice is for wusies!;)
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Originally posted by Nuke
another thing that would be cool, start a mission leaving a docking bay, which might be doable as is. either by giving the ship to the ai for the beginning of the mission, of by plaing the fighter in the bay in fred.
Like SW: Tie Fighter. ;)
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It is doable, or vaguely doable, as is, with "don't-collide-invisible" flags.
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il leave the sexping to axem, those things make my brain hurt :D
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It's an incredibly hack-ish way to do it wish sexps right now. I just have the arrival of an invisible fighter arrive from the fighterbay bound to a key-press. Anyhow, video for anyone interested...
Video! DivX needed (426kb) (http://www.mts.net/~jmsrmr/narfin/fs2/rumrunner_fighterbay.avi)
It's super coolness. :D There's a few bugs, like the doors are already open if you restart the mission. But that's to be expected since the stuff is brand new.
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i gotta check this out