Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Axem on August 16, 2006, 08:33:53 am

Title: Two smaller things
Post by: Axem on August 16, 2006, 08:33:53 am
It's a countermeasure!

(http://img.photobucket.com/albums/v109/NarfPics/cmeasure2.jpg)
(http://img.photobucket.com/albums/v109/NarfPics/cmeasure3.jpg)

And something for the countermeasure to counter!

(http://img.photobucket.com/albums/v109/NarfPics/rockeye.jpg)

Thoughts?
Title: Re: Two smaller things
Post by: Colonol Dekker on August 16, 2006, 08:58:40 am
Counter measures are V Nice.............. Rocket is also V nice.

All in all i feel v pleasant looking at V nice pics.

What a V nice day..
Title: Re: Two smaller things
Post by: Wobble73 on August 16, 2006, 10:30:16 am
Your counter measure looks like a mine. That could be cool, during a dogfight, you've got an enemy on your six, you launch a counter measure or five and BOOM! You've now got debris on your six! Is this possible guys??
Title: Re: Two smaller things
Post by: Colonol Dekker on August 16, 2006, 10:39:37 am
Already doable, Just add a negative Z firing point and creat a really slow missile using the above pof. Proximity detonation = reasonable and damage = V V high..........persistance depends, Using double tp space means you could have a minfield i guess if you add the corkscrew flag.... The mind bogges.
Title: Re: Two smaller things
Post by: brandx0 on August 16, 2006, 08:27:50 pm
quick question: How does one table mod in a proximity trigger? as in a missile exploding when it gets nearby something rather than directly hits something?
Title: Re: Two smaller things
Post by: Dark Hunter on August 16, 2006, 08:32:15 pm
As always, great work Axem!  :yes:


Any word on the Lamia? It ready for release yet?
Title: Re: Two smaller things
Post by: Axem on August 16, 2006, 09:01:52 pm
I could release the Lamia, but there's still the LODs to do. I probably won't bother to do them if I release it without them. :p

Anyway, here's the countermeasure for people to play around with. It does have a LOD, but as I understand it the game won't use it. So I'm wasting something like 3kb of your memory. ;)

http://www.game-warden.com/narfin/models/cmeasure01.rar
Goes into /data/models/
Title: Re: Two smaller things
Post by: Bobboau on August 16, 2006, 10:35:19 pm
the bulb seems a bit too tall...

try adding a couple of (blinking) glow points to it
Title: Re: Two smaller things
Post by: Mars on August 17, 2006, 12:03:45 am
Rockeye needs smoothing... but you knew that
Title: Re: Two smaller things
Post by: Wanderer on August 17, 2006, 06:27:40 am
quick question: How does one table mod in a proximity trigger? as in a missile exploding when it gets nearby something rather than directly hits something?
Well that aint easy (dunno if possible) without resorting to scripting...

I just wrote this little thing Proximity Trigger (http://www.hard-light.net/wiki/index.php/Script_-_Proximity_Trigger)
Title: Re: Two smaller things
Post by: Axem on August 17, 2006, 09:30:05 am
Bob: I think it looks alright. If you look at it from the side the bulb isn't that tall.

I'll try adding glowpoints and see how that looks.

Mars: The Rockeye is already 350 polys, about what the rest of the new missiles are. But I will make a smoother tech-room model too, around 1500 or something.
Title: Re: Two smaller things
Post by: Kaboodles on August 17, 2006, 06:05:07 pm
I can't see the pics :/
Title: Re: Two smaller things
Post by: Mars on August 17, 2006, 07:39:22 pm
@Kaboodles: What browser are you using?

@Axem: That's really good for an in game model, I thought that was the tech model.
Title: Re: Two smaller things
Post by: Bobboau on August 18, 2006, 08:43:24 pm
quick question: How does one table mod in a proximity trigger? as in a missile exploding when it gets nearby something rather than directly hits something?

don't table mod it, you need to trick the game into thinking the model is bigger than it is, you can do this a number of ways, the best proble would be to give it a sheild mesh of the size you want, the mesh it'self will be ignored, but it will be consitered in the bounding sphere calculation. other methods would be to add an invisable bit of geometry
Title: Re: Two smaller things
Post by: StratComm on August 18, 2006, 09:06:55 pm
The invisicube is a good tried and true method.  Take the knossos, for example.
Title: Re: Two smaller things
Post by: Mars on August 18, 2006, 09:14:33 pm
The invisicube is a good tried and true method.  Take the knossos, for example.

Where's the invisicube? (Sorry, don't have proper POF editing software up yet on my (comparitively) new machine)
Title: Re: Two smaller things
Post by: Bobboau on August 19, 2006, 02:44:19 am
there is a huge invisable box around it
Title: Re: Two smaller things
Post by: neoterran on August 20, 2006, 02:52:51 am
bravo Axem. You've been awesome recently. I want you to know how much your work is still appreciated by those of us who are still not jaded yet...
Title: Re: Two smaller things
Post by: BS403 on August 23, 2006, 11:42:14 pm
Spectacular :cool: looks great now I use third-person view just so I can watch the countermeasures
Title: Re: Two smaller things
Post by: brandx0 on August 24, 2006, 03:05:20 pm
quick question: How does one table mod in a proximity trigger? as in a missile exploding when it gets nearby something rather than directly hits something?

don't table mod it, you need to trick the game into thinking the model is bigger than it is, you can do this a number of ways, the best proble would be to give it a sheild mesh of the size you want, the mesh it'self will be ignored, but it will be consitered in the bounding sphere calculation. other methods would be to add an invisable bit of geometry

Okay, well I'm fairly familiar with the tables and FRED, but unfortunately I haven't delved into modelling at all yet, what would be the best way to create an appropriate shield mesh then?

Also, if I do use this, I suppose I wouldn't be able to set it to explode or not depending on the IFF of whatever it hits (or in this case what it comes near)
Title: Re: Two smaller things
Post by: Taristin on August 24, 2006, 06:45:15 pm
I do believe that setting it to explode based on IFF is FRED based, regardless, is it not?
Title: Re: Two smaller things
Post by: brandx0 on August 24, 2006, 09:10:17 pm
I mean, if you fire a missile directly into a friendly ship, it still explodes.  If you're creating a proximity trigger by making the game think the weapon is larger than it really is, wouldn't the collision with the larger, invisible object cause an explosion of the weapon regardless of IFF?
Title: Re: Two smaller things
Post by: Taristin on August 24, 2006, 09:15:58 pm
Ah, I see your point.  Well, its been so long since I did tbl mods I am not certain, but if you are using the "no_collide_invisible" flag, there shouldn't be that issue... I imagine... (Granted, I do not know if that flag applies to weapon/countermeasure flags)

Title: Re: Two smaller things
Post by: Colonol Dekker on August 30, 2006, 07:49:03 am
I'd imagine not, otherwise nothing would ever hit  :lol:
Title: Re: Two smaller things
Post by: Flipside on August 31, 2006, 08:55:30 am
(http://img.photobucket.com/albums/v109/NarfPics/cmeasure3.jpg)

'Listen to me Command, Shivans I can handle, but I am not shooting ET!'


Other than that, nice model :D
Title: Re: Two smaller things
Post by: Colonol Dekker on August 31, 2006, 09:04:26 am
aGGG, Agg agg agg!

* can hear mars attacks theme *

Anyone tried the prox trigger out yet?