Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on February 10, 2005, 02:17:24 pm
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(please)
Specifically;
A substantial number; approx
5 player primaries, 5-8 capship or AI primaries, 2-4 beams, 3-5 missile types, 1-2 flak and maybe a few enhancements....including sfx and the ingame graphics, but not the high-poly laser models or the bomb/missile pofs.
Don't have the exact details handy at the moment (and even if I did I wouldn't give them, sorry), but most of them will be using FSO features (ballistics, fighterbeams, cycling banks, etc); if you're interested, give an example of your previous work and i'll get back to you.
Thanks muchly.
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Weapon models or just tables with graphichs and sfx?
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Depends on how good the former are.
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:rolleyes:
Fair enuff.......
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You could take a look into my mod pack (signature).
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Originally posted by aldo_14
:rolleyes:
Fair enuff.......
Oh, come on. You've been here even longer than I have - starting a topic asking for in excess of 20 weapons without providing any details whatsoever? That's optimism around here.
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Sounds like a job for Woolie...
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Originally posted by Black Wolf
Oh, come on. You've been here even longer than I have - starting a topic asking for in excess of 20 weapons without providing any details whatsoever? That's optimism around here.
Anyone with grognards access can get an idea.......
Look, I can't give details out because... well, just because. Storyline reasons & whatnot. So what else can I do but ask?
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I actually started on a $Tech Model: field (under +Tech Description:) that should theoretically work in the weapons selection screen.
I could even make them rotate, since (unlike missile POFs) there wouldn't be an invisible trail to offset the model.
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Missiles are odd things; their centers, IIRC, tend to be their engines because the trails start rendering from there. If the trails rendered from engine glows like they should, the models could be corrected and the models made to rotate easily in the techroom.
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Am I sensing a new campaign in the works here?
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In a Pof's data, there is an entry for "techroom centre" or something like that. Could not such a point be placed on the missile and used at its center for rotation?
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Originally posted by StratComm
Missiles are odd things; their centers, IIRC, tend to be their engines because the trails start rendering from there. If the trails rendered from engine glows like they should, the models could be corrected and the models made to rotate easily in the techroom.
I don't think that'd actually look as good, though; unless you started making hi-poly missiles, and that could cause problems if you use the visible missile code.