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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: assasing123 on December 23, 2011, 10:45:06 pm

Title: Star Trek Mod Current capital ship fights
Post by: assasing123 on December 23, 2011, 10:45:06 pm
just a sneak peek at the current status of capital ships fighting on my startrek mod with omni Assets.

i know it dosnt starts exactly well, but i can fix that little detail easily.

http://www.youtube.com/watch?v=ifFBEYSsoxg&hd=1

Next on queue, fix some speed and dampening issues and enable klingon ships. =D

Title: Re: Star Trek Mod Current capital ship fights
Post by: headdie on December 24, 2011, 06:33:42 am
cool, might i suggest adding Death Roll (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Base_Death-Roll_Time:) to the ship table, it can be used to make prolonged and cinematic deaths to your ships.  it is a 3.6.13 feature but with 3.6.14 in the RC phase that shouldn't be a problem if you prefer your mod to be stable build compatible.  I suggest it because the Sovereign death looked a little feeble
Title: Re: Star Trek Mod Current capital ship fights
Post by: Alan Bolte on December 24, 2011, 07:31:33 am
Two things I noticed that could use improvement: I don't know if it's a shield mesh on the spacedock, or if large-ship bubble shields still don't work well, but those shield hits just looked awful. Also, I think the phaser beams are emitting too much light, and it's too red. I know phaser color varies by episode, and we can have a whole thread arguing over what precise shade of orange it ought to be, but the example I'm using is this: http://www.youtube.com/watch?v=MCm70favfYI&t=1m45s

You can see that the Galaxy's beams make a faint reflection on its shiny hull, but they don't light up the whole ship. Pulse weapons and torpedoes can get away with lighting up the whole ship, because they move so quickly that you won't see the light at all if it isn't substantial. See the klingon disruptors at about 2:30 in that same video.

Otherwise, looks good so far. I mean, aside from the problems inherent in allowing beam-free-all on any Star Trek ship, namely that they'll fire all their beams at once, which they never do on the show.
Title: Re: Star Trek Mod Current capital ship fights
Post by: headdie on December 24, 2011, 07:35:53 am
i'm not 100% on the lighting thing but i think it's an engine limitation
Title: Re: Star Trek Mod Current capital ship fights
Post by: Alan Bolte on December 24, 2011, 07:52:28 am
IIRC the distance the light is cast isn't adjustable but the intensity is determined by @laser color - give it a low enough value and you'll hardly see the glow.
Title: Re: Star Trek Mod Current capital ship fights
Post by: The E on December 24, 2011, 07:58:43 am
It's a shader or, more precisely, a texture thing. Some tweaking there might make the phaser reflections more show-like.

On the subject of shield hits on the big station: I think this may be a case where the shield mesh is painfully low-poly. I think if you increase the polycount there, it may have better results.

Title: Re: Star Trek Mod Current capital ship fights
Post by: assasing123 on December 24, 2011, 08:38:49 am
Two things I noticed that could use improvement: I don't know if it's a shield mesh on the spacedock, or if large-ship bubble shields still don't work well, but those shield hits just looked awful. Also, I think the phaser beams are emitting too much light, and it's too red. I know phaser color varies by episode, and we can have a whole thread arguing over what precise shade of orange it ought to be, but the example I'm using is this: http://www.youtube.com/watch?v=MCm70favfYI&t=1m45s

You can see that the Galaxy's beams make a faint reflection on its shiny hull, but they don't light up the whole ship. Pulse weapons and torpedoes can get away with lighting up the whole ship, because they move so quickly that you won't see the light at all if it isn't substantial. See the klingon disruptors at about 2:30 in that same video.

Otherwise, looks good so far. I mean, aside from the problems inherent in allowing beam-free-all on any Star Trek ship, namely that they'll fire all their beams at once, which they never do on the show.


actually those ships arent firing all their weaopns at once... when i started working on this mod, they did fire everything at once... and it was painfully creepy and weird, take into account this ships most have about 20 or more turrets D= currently they fire at most 4 phaser banks, in the case of the sovereign class it do has like 38 turrets, i tweaked a lot FOV values and normals to make phasers fire on a more adequate way.

the death roll sounds like a good idea will try it.

the beams yeah i had the same impresion they are too bright,  not very sure how to fix it but will try the suggestions you guys posted.

and lastly the E is right, the reason the shield hits on the station look like is because the shield mesh got very few polygons.
Title: Re: Star Trek Mod Current capital ship fights
Post by: headdie on December 24, 2011, 09:02:24 am
ai_profiles.tbl might help with the number of turrets firing
these two allow you to set the numbers of turrets that can target a ship
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Max_Turret_Target_Ownage: (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Max_Turret_Target_Ownage:)
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Max_Turret_Player_Ownage: (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Max_Turret_Player_Ownage:)

This one will help make sure that turrets aren't targeting subsystems they cant reach
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24smart_subsystem_targeting_for_turrets: (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24smart_subsystem_targeting_for_turrets:)