Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: T-Man on July 23, 2006, 05:55:22 pm

Title: Model Request
Post by: T-Man on July 23, 2006, 05:55:22 pm
I'm not sure if this is the place to do this, but i have a request for the modelling world: an idea anyone is welcome to have a shot at.

You know how the Jump Node is modelled to look like a HUD projection? Would a modeller be able to make a small 3D wireframe shape (like a diamond or sphere) that is also made to look like this, so that they can be used as waypoints for a player in mission instead of the "ghost" Nav Buoys.

Thanks

Btw: If this already exists, feel free to beat me senseless, then guide my semi-concious self to the relevant link. :lol:
Title: Re: Model Request
Post by: Getter Robo G on July 23, 2006, 07:36:25 pm
Is it just becaue you like the look?

Hmm shouldn't be too hard, extract the Node pof into cob and resize. make into pof again and rename then replace the navbouy pof name in that entry with new node (or simply rename the new node pof as the bouy)

That is if you are using folder modding like I do...

Someone tell him the NEW way to do it (vp wise and modular table stuff).
Title: Re: Model Request
Post by: Starman01 on July 24, 2006, 09:54:51 am
How about using the navpoints already implemented ? Even if you don't want to use the autopilot-function, the code displays a square and a distant counter for each navpoint on the hud, blue for unvisited (+ 1000 meters) and green for visited (once you get within 1000 meters of it). Otherwise you will have to use mutliple Jumppoints, which maybe not so good.
Title: Re: Model Request
Post by: T-Man on July 25, 2006, 05:34:03 am
How about using the navpoints already implemented ? Even if you don't want to use the autopilot-function, the code displays a square and a distant counter for each navpoint on the hud, blue for unvisited (+ 1000 meters) and green for visited (once you get within 1000 meters of it).

If the distance at which it registers as "visited" could be modified, then it might work. Thankyou.

The thing was i'm making a mission where the player's wing is part of an ambush, and they have to get into an asteroid field before the target jumps in. I wanted the player to actually have to lead Alpha into position, as i thought it silly for Alpha 1 to follow a wingman to the waypoint instead of going himself. It just occured to me that command would more likely use simple wireframe HUD markers than waste time with delicate holographic models or real buoys, so i thought a modeller might like to make one and release it.
Title: Re: Model Request
Post by: Starman01 on July 25, 2006, 10:14:15 am
If the distance at which it registers as "visited" could be modified, then it might work. Thankyou.

That value is hardcoded, 1000 meters it is, though this is pretty close inside the FS-Universe. I think it would be useable for your cause.
If you need any help setting the waypoints up, I can give you a hand (and can also provide a tutorial if you want). :)

However, the 1000 meters are just the value for "nav visited", that means when the navpoints get's marked green. You can still make SEXP's
and check the distance (i.e. if player is closer to 500 meters, then let ship warp in).
Title: Re: Model Request
Post by: Wanderer on July 25, 2006, 10:16:15 am
You could write a tutorial of their usage to FSwiki....
Title: Re: Model Request
Post by: Colonol Dekker on July 25, 2006, 10:18:14 am
Or just post a demo mission code, (copy to notepad and save as *.fs2)
Title: Re: Model Request
Post by: Starman01 on July 25, 2006, 10:29:15 am
I can do both.

@Wanderer : I read through my tutorial again, and then you can take a look if it is suitable for the wiki :)
Title: Re: Model Request
Post by: Colonol Dekker on July 25, 2006, 10:31:04 am
I gotta say i missed the waypoint/navpoint code in FRED, how new is it.
Can you post a demo code in this thread so i can view it later? :D
Title: Re: Model Request
Post by: Starman01 on July 25, 2006, 12:29:43 pm
So, here is my tutorial. I have updated it a little, but maybe I missed a few parts so it maybe a little WCS-specific. Its meant as guideline for WCS fredders :) For any problems or inconsistences contact me please.

Also here is a template mission with the necessary events setup. Someone please change the included ships for me to freespace-ships, I don't have a freespace install handy right now. Two shipclasses must be changed. 1x "F-86A Hellcat V" , that's the player ship, and 11 x "F-86C Hellcat V" for any random AI-Fighter.

If you want to test this mission, you will have to move the waypoints to distant locations, they are currently placed at a central point being better reachable for the fredder . Two additional fighterwings are already included and will follow the player into autopilot.

download tutorial (http://www.wcsaga.com/~team/Starman/downloads/autopilot-tutorial_wiki.doc)

download template mission (http://www.wcsaga.com/~team/Starman/downloads/template.fs2)
Title: Re: Model Request
Post by: Colonol Dekker on July 27, 2006, 08:19:18 am
I shall try this, when i return from business trip to Florence :D
Back in the UK soon enough........ :D