Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on June 18, 2006, 08:48:01 pm

Title: the animation code has been abused!
Post by: Nuke on June 18, 2006, 08:48:01 pm
www.game-warden.com/nukemod-cos/wings.wmv

it works but its not the least bit stable. the game hangs when you quit, and it crashes both techroom and lab.
Title: Re: the animation code has been abused!
Post by: Polpolion on June 18, 2006, 08:53:56 pm
Strange...
Title: Re: the animation code has been abused!
Post by: Gregster2k on June 19, 2006, 12:54:34 am
*watches*
 :eek:

*jaw drops*

Oh..my...god. *wipes a tear* Somebody highlight this or make this newz or something, this is beautiful D=
Title: Re: the animation code has been abused!
Post by: Prophet on June 19, 2006, 01:31:05 am
Yes this is something worth newsing. And highlighting wouldn't hurt either. Now, make stable so that we get hangar doorz!
Title: Re: the animation code has been abused!
Post by: Col. Fishguts on June 19, 2006, 05:35:06 am
Very very cool :yes:

@Prophet: Hangar doors are already possible, as long as it just uses rotations (not translations).
Title: Re: the animation code has been abused!
Post by: Prophet on June 19, 2006, 05:38:41 am
Meh... Whaever, I live under a rock and as long as it isn't in TBP it doesn't exist... :nervous:
Title: Re: the animation code has been abused!
Post by: Colonol Dekker on June 19, 2006, 05:48:34 am
Absue away you little code pervert  ;)

Is that linked to keypress via sexp or keyress via Codage?
Title: Re: the animation code has been abused!
Post by: Nuke on June 19, 2006, 07:16:31 am
Yes this is something worth newsing. And highlighting wouldn't hurt either. Now, make stable so that we get hangar doorz!

see rumrunner

Absue away you little code pervert  ;)

Is that linked to keypress via sexp or keyress via Codage?

i used the afterburner trigger
Title: Re: the animation code has been abused!
Post by: Colonol Dekker on June 19, 2006, 07:18:52 am
So Codage then :D  This opens up whole new possbilities for things ike th eX-Wing, Star viper, and Umm, Canards on Burners etc, as well as real working "Catch the pigeon" style fighters with clappy hands on the front...
Title: Re: the animation code has been abused!
Post by: Wanderer on June 19, 2006, 07:27:34 am
Check Animation code page in FSwiki (http://www.hard-light.net/wiki/index.php/Animation_Code). there should be all the triggers listed
Title: Re: the animation code has been abused!
Post by: aldo_14 on June 19, 2006, 07:45:17 am
pretty.
Title: Re: the animation code has been abused!
Post by: Unknown Target on June 19, 2006, 09:21:46 am
Was wondering what happened to that ship. Very cool. :)
Title: Re: the animation code has been abused!
Post by: IPAndrews on June 19, 2006, 09:25:19 am
Nice effect. Wierd ship.
Title: Re: the animation code has been abused!
Post by: Nuke on June 19, 2006, 10:45:47 am
im planning an offitial release of nukemod for tomorrow. so you can play with it yourself. it will be disabled by default for stability reasons, but its just a matter of renaming a file or changing a table entry. freespace still doesnt like the 7 levels of heirarchy. but it runs anyway ingame.
Title: Re: the animation code has been abused!
Post by: Colonol Dekker on June 19, 2006, 10:47:09 am
Is it possible to include instructions within the RAR/ZIP?
Title: Re: the animation code has been abused!
Post by: Nuke on June 19, 2006, 10:50:17 am
it would be possible. theres already a comment in the table explaining what to do. but freespace is the easyist game out there to mod and i dont want to insult anyones *cough* intelegence by including instructions.
Title: Re: the animation code has been abused!
Post by: Colonol Dekker on June 19, 2006, 10:55:10 am
I modded my first ship back in 2002, The long dead novastorm gunship, I even made a pof of my dogs head that shot BFreds and fired "Fang" missiles from his gob lol.
I sent it to the Volition mission archives before i found HLP it may still be floating around somewhere.

Its just this SCP stuff i never got into, Vanilla FS2 i can mod backwards blindfolded, (I know a paradoxical statement)

Is it just a flag in the table entry then, Cool :D
Title: Re: the animation code has been abused!
Post by: SadisticSid on June 19, 2006, 04:09:33 pm
Does the animation code alter every instance of a particular model in the mission, or just for specific ships?
Title: Re: the animation code has been abused!
Post by: Wanderer on June 19, 2006, 04:26:04 pm
Animation code affects all the models of the type that has the animation code used with its submodels (its just the same as initial turretangle setting). So they all have it and the effect is independent so that if your wingman triggers it your ship wont get the animation triggered.
Title: Re: the animation code has been abused!
Post by: Getter Robo G on June 29, 2006, 12:57:07 pm
That is fricken wicked cool...

 
Title: Re: the animation code has been abused!
Post by: Flaser on June 30, 2006, 06:33:09 pm
I wonder what the attached price is to that elaborate animations.

Namely I seem to recall, that each and every single subobject needs its own render pass similar to how each and every texture does. So fighters with lots of subobjects = as slow as if it had several textures. Now it's time for a code guru (probably Bobbau) to explain what this truely entails and whether the code can be optimized.

For textures it was pretty self explanatory why it had to be done as is: each new texture meant new data to be sent to the vidcard, whereas data from a sinlge texture could be sent in a sinlge batch.
I was wondering if some tricks could be done with the animation code to allow such batches - namely using 'identical' subobjects and the same texture.

Now I may be entierly in the blind here, but it was not geometry calculation that put the bender in the system but louding and unloading the data from the memory into the GPU.....though now that I thought of it , it will still entail several render passes, as lighting will have to be recalculated for each and every submodel. The renders that need recalculation are shine and enviroment mapping.
Title: Re: the animation code has been abused!
Post by: Nuke on July 01, 2006, 02:48:43 am
come to think of it if they switched from a per object rendering system to a per material based system, the performance boost would be great. then we could start seeing more turrets on ships and such. think the collossus needs a pass for each of its 60 turrets, so implementing a per material system would nock that down to less than 10 (or how many textures that ship has). it is possible to do per material rendering as thats wat most fps games do. it requires a little more pre videocard overhead because the cpu has order the polies so they render correctly, but when its fed to the video card its runs much more smoothly and gives you a slightly better framerate. as it stands my ship is a resource hog. but i hope in the future further improvements to freespaces rendering system will be made.
Title: Re: the animation code has been abused!
Post by: Bobboau on July 01, 2006, 09:49:52 am
it could be posable to use the subobject LOD to lessen the price of drawing that.