Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: bfobar on February 12, 2006, 05:52:45 pm

Title: Question about 3D models in mission loadout.
Post by: bfobar on February 12, 2006, 05:52:45 pm
I've been playing with this feature and decided I really like it for the ships. I think I would like to revert the missles back to their still animations though. Is this easy to do, having 3D ships, but animated weapons at the same time in the mission loadout screen?

(In my mind, missles are too small and travel too fast to justify high enough poly models to look good in the loadout screen. I think still images there are the way to go. I do however, love the rotating actual ship models in the selection screen.)
Title: Re: Question about 3D models in mission loadout.
Post by: StratComm on February 12, 2006, 09:54:48 pm
There's code in place to allow a seperate model for the missiles in the techroom, so the polys won't be wasted.  And eventually we'll get them rotating like the ships do.  It's worth having IMHO if only for mods; nothing screams incomplete for a weapon like using the ani from a different gun or missile.
Title: Re: Question about 3D models in mission loadout.
Post by: bfobar on February 12, 2006, 10:03:43 pm
That makes sense. Thanks StratComm.
Title: Re: Question about 3D models in mission loadout.
Post by: Cobra on February 14, 2006, 06:17:09 pm
but there's still an issue with the distance values 'n junk to be fixed, because if you look at a missile from anywhere in a 45 degree angle to the front, the thing gets elongated so badly you can't tell what you're looking at.
Title: Re: Question about 3D models in mission loadout.
Post by: WMCoolmon on February 17, 2006, 06:39:34 pm
Missiles rotating like ships do...done. I also did some work on fixing the problem of models being rendered too close to the virtual camera in the list.
Title: Re: Question about 3D models in mission loadout.
Post by: Cobra on February 17, 2006, 10:15:24 pm
just set the 3rd number of the closeup_pos section to a highr number? :nervous:
Title: Re: Question about 3D models in mission loadout.
Post by: WMCoolmon on February 17, 2006, 10:30:56 pm
Basically...I changed it to radius/tan(fov/2)
Title: Re: Question about 3D models in mission loadout.
Post by: bfobar on February 24, 2006, 09:27:46 pm
hey, is it hard to adjust the center of mass or rotation or whatever of the missles? the rotation looks sweet, but some missles seem to spin about their exhaust pipes. Otherwise, it looks niiiiiiice now.
Title: Re: Question about 3D models in mission loadout.
Post by: WMCoolmon on February 25, 2006, 01:19:31 am
I think there may be a post somewhere on the forums, but I didn't bookmark it. :-/

I've tried autocentering but it looks like for some reason that's not working with retail missiles. It does work fine for the high-poly versions though, because the models were built centered.
Title: Re: Question about 3D models in mission loadout.
Post by: StratComm on February 25, 2006, 01:32:38 am
Not hard to do, you just have to change the techroom center on the missile POFs to be half their length forward of the origin.  You can do it easily in both PCS and modelview.