Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Roanoke on March 06, 2005, 03:34:43 pm
-
Can someone point me towards this (I think Nuke has been playing with it) ?
I'm experimenting with non spaceship vehicles and objects (try to explain that one why don't ya ?!)
Can't find any of the release threads anywhere.
Ta.
-
this thread (http://www.hard-light.net/forums/index.php/topic,29238.0.html) gives you the original instructions but theres been a new flag added sence then. this thread (http://www.hard-light.net/forums/index.php/topic,30930.0.html) should cover that. also for future referance this thread (http://www.hard-light.net/forums/index.php/topic,30458.0.html) covers show weapon support. i intend to add this all to the wiki once some more offitial builds come out. as far as i know bob's code is still in an experimental state and is subject to change.
-
Thanks man :yes:
-
it is in CVS all builds relesed in the last few weeks should have it in, the only animation trigger implemented that I think is in a final state is the select weapon bank one. and the specifications are still subject to change, though it is unlikely that there will be signifigant changes.
-
So does that mean, that we can already correct the position of the turret-arms in the newest builds, or is this the one thing you mentioned ?
-
Originally posted by Bobboau
it is in CVS all builds relesed in the last few weeks should have it in, the only animation trigger implemented that I think is in a final state is the select weapon bank one. and the specifications are still subject to change, though it is unlikely that there will be signifigant changes.
Does this mean we're stuck with "relitive" ? :p
(Jokingly of course, I know there was discussion about it being fixed. And I've yet to get to trying it.)
-
hmm actualy I'm not sure if I did fix that... I was going to, well if I don't I'm sure the gramer inquisition will shortly.
-
Originally posted by Bobboau
Hmm, actualy I'm not sure if I fixed that, I was going to. Well if I don't I'm sure that the grammar inquisition will shortly.
-
...
fcuk u ...
:)
-
"relative" is the coect spelling, yes?
-
Yes it is, but it's the first word in your sentance and should be capitalised.
-
Yes, "relative" is correct. I have been meaning to add this to tables for my stuff, but was sort of waiting until this got fixed.
-
Originally posted by Starman01
So does that mean, that we can already correct the position of the turret-arms in the newest builds, or is this the one thing you mentioned ?
I'd like to know that too. If yes...how is it done ?
-
Actually some of the current builds are defaulting forwards, which is cool. For the rest, that's what the "relitlve" comment is about. If it's now been fixed, then you simply add a couple of lines to the turret entry in ships.tbl. Damned if I can find what those lines are though.
EDIT: And I did. It's still beta, so it could change, but any animation-enabled build should support this:
$Subsystem: Turret01-base,1,1.0
$Default PBanks: ( "Buckshot" )
$animation=triggered
$type="inital"
+relative_angle: 90,180,0
Ok, I lied. Any build would support it if you intentionally misspell relative. This was just fixed I think, but isn't in any of the builds up for download.
-
So all this animation code is still restriced to only rotational movement? I've searched through a bunch of threads on this topic and all I see are references to rotational movement.
Instead of placing a subobjects pivot point kilometers away to fake non-rotational movement, is there a "relative position" flag that I'm not seeing for this? All I want is to retract or extend the landing pods for the Galactica.
-
Originally posted by FireCrack
Hmm, actually I'm not sure if I fixed that, I was going to. Well, if I don't, I'm sure that the grammar inquisition will shortly.
:p
@Omni; I think Bob talked about implementing translation, but I don't know if any work on that is done yet.
-
I realised I'm gonna need multi-ship docking so I may not use this for my little pet project afterall.
-
Also the website, when I have time is updated and giant spirts. There are alot of archived builds there listed according to date and Poster.
-
Originally posted by Omniscaper
So all this animation code is still restriced to only rotational movement? I've searched through a bunch of threads on this topic and all I see are references to rotational movement.
Instead of placing a subobjects pivot point kilometers away to fake non-rotational movement, is there a "relative position" flag that I'm not seeing for this? All I want is to retract or extend the landing pods for the Galactica.
Here's a possibility that came to mind a few weeks ago. Perhaps any lateral struts could be zig-zagged to fake translation. I'll try to give a crude example using characters:
/\/\/\/\/\/\/\/\/\/\/\
It should look like this when the pods are extended. At the crest and pit of each /\/\ is a rotation point. They would all be triggered at the same time when you want to retract the pods.
||||||||||||
When retracted, all the lines are parallel and take up less space. You might also be able to have a series of pannels attached to the pivot points so it can't be seen from the outside. When the retraction is triggered, both the covering pannels and the pods should appear to be moving laterally, and compressing.
So, in your expert modling opinion, is this a solution to your problem?
-
You're going to blow your subsystem-per-mission limit extremely quickly implimenting it like that. Bad idea.
-
Crud! I hadn't thought of that.
-
well the problem with translation is, there is absolutely nothing in any of the code that suports it wich means I'll need to update not only the animation code to suport it, but also the rendering code and the (ugg...) colision code. as well as any other little tidbit of code that is any were remotely assosiated with anything to do with anything that might have a polymodle assosiated with it.
-
Just give everything that needs to move fore and back giant bendy arms.
-
Originally posted by StratComm
You're going to blow your subsystem-per-mission limit extremely quickly implimenting it like that. Bad idea.
care to remind me what that is (how many) ?
-
I can already see the macross transforming to 'battle' mode.
This animation thing is just so, unbelievable.
-
you can fake a translation with two dummy subobjects. same as trivial psycic pointed out, but alot simpeler as you only need 2 dummy subobjects too pull it off. theres another way that is far simpler and that ive already used on the pf chimera. i will illustrate both meathods when i wright the wiki entry.
does the wiki support pics yet? because the techniques would be alot easyer to explain if i can show examples.
*edit, i have so many ships i forget what can do what
-
Let me guess... instead of a bunch of small zig-zags, you just have a couple of realy big ones that are non-collidable and invisible. Am I close?
-
you are very close, you can glue a couple lights together and make a dummy object. because theres no geometry there will be no colision detection data so it should work.
btw i just added the vwep (http://dynamic3.gamespy.com/~freespace/fsdoc/index.php?pagename=Vwep%20Support) wiki entry, grammer junkeys beware :D
the submodel animation entry needs some work, its not even named right, it should be called 'submodel animation' and not 'model translation', because to get translation you need to do some pretty fancy stuff, which the entry didnt document. i will fix this eventually and make a nicer one with pretty pictures that you could read to your kids. :D