Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: CP5670 on September 18, 2005, 11:03:48 pm

Title: Ares engines
Post by: CP5670 on September 18, 2005, 11:03:48 pm
The Ares basically has no visible thrusters in the game. I'm almost certain that this has to do with the high poly Ares model in the media VPs. Is stuff concerning the VPs supposed to go on Mantis or should I be posting it here only?
Title: Ares engines
Post by: WMCoolmon on September 18, 2005, 11:08:48 pm
Mantis it + assign to me.
Title: Ares engines
Post by: CP5670 on September 18, 2005, 11:25:06 pm
done, but I don't think I can assign bugs.
Title: Ares engines
Post by: Bobboau on September 19, 2005, 12:58:09 am
and it's probly a media problem
Title: Ares engines
Post by: StratComm on September 19, 2005, 01:04:39 am
As I said on Mantis, I'm the last person to touch that model.  I thought I got all of its data imported correctly, but I may have missed the engines.

Also, of note.  Are we talking about the thruster glows or the scaling models?  Because I think the scaled models may be absent intentionally.
Title: Ares engines
Post by: CP5670 on September 19, 2005, 01:10:33 am
Well, both are missing. It looks the way it does when the ship is disabled.
Title: Ares engines
Post by: StratComm on September 19, 2005, 01:42:15 am
Ah crap.  This appears to be a two-fold issue.  One, and I'm just going to outright post the problem, is that the Ares has no engine system associated with the glowpoints.  Since there are also no plumes, when the glowpoints don't get rendered you don't see the plumes either.  However, adding the necessary line to the engine glow bank properties doesn't fix it (as it definitely should) so it looks like there's some kind of hard-coded exception around the Ares that's mucking up.  This is on its way to mantis, I just wanted to report it here.
Title: Ares engines
Post by: taylor on September 19, 2005, 03:32:00 am
Quote
Originally posted by StratComm
One, and I'm just going to outright post the problem, is that the Ares has no engine system associated with the glowpoints.

Doesn't really matter, the code handles this case since quite a few models don't properly associate a subsystem with thruster banks.  The problem is that no subsystem appears to actually be marked as a thruster.  If it's not marked as a thruster then it won't render any thrusters/glows on that subsystem.

Of course this is coming from a code monkey who doesn't really know anything about modeling so I'm explaining it from a code point of view.  Don't know if it makes sense to normal people. ;)
Title: Ares engines
Post by: StratComm on September 19, 2005, 02:11:15 pm
If the POF spec has changed in this regard, we need a revised version available to the public.  I'm not aware of any way to mark a subsystem as a "thruster", unless you mean an "engine" which is present (and must be for motion) and works fine.
Title: Ares engines
Post by: taylor on September 19, 2005, 02:34:11 pm
I wrote this same thing in the the Mantis bug but since some people might not be checking both:  If the subobject name contains the word "thruster" then that subobject is marked as a thruster.  If it's not marked as a thruster then it won't render any thruster glows.
Title: Ares engines
Post by: StratComm on September 19, 2005, 02:46:56 pm
Quote
Originally posted by taylor
I wrote this same thing in the the Mantis bug but since some people might not be checking both


That's been my thinking too.  I'll let the rest of this stay on Mantis though, because I understand the terminology and am checking it regularly.  If it's a purely media issue after all, I'll post an updated model when we get it resolved.
Title: Ares engines
Post by: StratComm on September 19, 2005, 05:06:08 pm
CP, I'm guessing you were trying to use the Ares in one of the last campaign missions weren't you.  It's actually not a media issue at all.   Welcome to the first bug of 3.6.7 ;)
Title: Ares engines
Post by: CP5670 on September 19, 2005, 05:59:29 pm
You're right, that is where I first noticed it (in sm3-08), but it also comes up in a standalone test mission I have. I got all this in the 8/28 build though; I haven't tried it with 3.6.7 yet.