Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Axem on August 16, 2006, 08:33:53 am
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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?
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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..
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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??
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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.
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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?
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As always, great work Axem! :yes:
Any word on the Lamia? It ready for release yet?
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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/
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the bulb seems a bit too tall...
try adding a couple of (blinking) glow points to it
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Rockeye needs smoothing... but you knew that
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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)
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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.
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I can't see the pics :/
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@Kaboodles: What browser are you using?
@Axem: That's really good for an in game model, I thought that was the tech model.
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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
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The invisicube is a good tried and true method. Take the knossos, for example.
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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)
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there is a huge invisable box around it
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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...
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Spectacular :cool: looks great now I use third-person view just so I can watch the countermeasures
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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)
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I do believe that setting it to explode based on IFF is FRED based, regardless, is it not?
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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?
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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)
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I'd imagine not, otherwise nothing would ever hit :lol:
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(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
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aGGG, Agg agg agg!
* can hear mars attacks theme *
Anyone tried the prox trigger out yet?