Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Starman01 on August 07, 2005, 05:47:23 am
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Hi there,
I got a couple of questions regarding this code-piece made by bobboau. I found some "how-to" post throughout the forums, but no real tutorial (at least none that I understand 100%).
I'll try to make an example, and it would be great if you guys (and escpecially Bobboau :) ) can give me some additional information.
I got a hangar, that is completly build inside the mainmesh, only reachable throuh a small tunnel. Therefore it would be senseless rendering it all the time, especially since I have some fighters and other stuff (trucks, crates) in there.
Usually, I make it like this :
hull01
----mainmesh _________(hangar is no subobject, it's included in the mesh)
-------parked fighter01___(modelled as destroyable subobject)
-------parked fighter02___(modelled as destroyable subobject)
-------crates___________(modelled as destroyable subobject)
So, the question is, how to build the hierarchy when using the detail-box code ? AFAIK the hangar must now be a seperate subobject so that I can specify the detailbox coordinates in the pof-file, but what about the fighters then ? Is it possible to build subobjects with their own subobjects ?
hull01
-----mainmesh ___________(ordinary truespace object)
-------hangar-subobject ____(normal subobject of hull01)
-------------parked fighter01__(subobject of hangar)
-------------parket fighter02__(subobject of hangar)
-------------crates__________(subobject of hangar)
On the other hand, of course I could insert the fighters using the multiple docking code now, but that still leaves me with the crates and trucks, I don't want to insert them in the ships.tbl to make them dockable (but I want them and the fighters be destroyable in any way).
So, any help would be appreciated. :)
Starman©
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yeah, that hierarchy looks right, when you convert just type '$detail_box: 1' into the subobject properties and it'll only draw the hanger when you are in it.