Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Tools => Topic started by: Dragon on April 11, 2012, 02:16:42 pm
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Right now, PCS2 allows manipulating both subobjects and shields in a variety of ways, but doesn't offer any way of transitioning between them.
I'd suggest doing this like that:
In submodel tab, "Add to shield" button would add the selected submodel to the shield mesh, making it a part of the shield. It wouldn't be reversable except by ctrl-z, since it'd remove the submodel's textures and permanently merge it with the shield mesh.
In the shield tab, "convert to subobject" would convert the entire shield mesh to an untextured (or, for example, using the "invisible" texture) subobject.
I think it could be useful. For example, for making shields that stick very closely to the ship's surface, or shielding individual components, like turrets, fighterbays, etc. Right now, there's no way to do either without a modeling program.
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Just wondering, do shields in FS have to be manifolds? If so, adding components to it may be problematic.
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Additionally, converting a button turret to a shield mesh to make it appear shielded could creat an issue with FSO attempting to draw the shield mesh effects with polies that are occupying the exact same space as the subobjs polies that are supposed to be shielded.
Also, I say button turret for a reason, as obviously moving subobjs would not have a shield mesh that follows.
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Actually, in my idea, if you'd press "add to shield" on a normal button turret, it'd disappear (getting stripped of it's texture and merged with the shield mesh). To get what you're talking about, you'd need to copy the turret and then add that copy to shield (preferably upscaled).
I'm not proposing anything that a modeling program can't do. There are many options in PCS2 that can screw up the model already. PCS2 was never idiot-proof, and it doesn't need to be. "Add to shield" would just be another function you shouldn't touch unless you know what you're doing, but very powerful in right hands.
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Just wondering, do shields in FS have to be manifolds?
I'm curious about this too.
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As far as i know, yes? Otherwise bad stuff happens. It might've improved a bit or so, but i dont know the details.
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best not give the engine more excuses than needed to let random shots go through the shields