Hard Light Productions Forums

Hosted Projects - Non-FreeSpace => StarShatter Open Source Project => Topic started by: rscaper1070 on June 27, 2012, 05:14:50 pm

Title: Subspace Node Farcaster
Post by: rscaper1070 on June 27, 2012, 05:14:50 pm
I've put together a farcaster using the subspace node. Does anybody happen to know how to make the model have no collision? Right now if you don't fly straight in and bump into the green bits you take damage. Is this something I can fix with the model or would it have to be coded in the game?

(http://img198.imageshack.us/img198/6192/subspacenode.jpg)
Title: Re: Subspace Node Farcaster
Post by: Dragon on June 27, 2012, 05:16:39 pm
I don't know the answer, but this looks awesome. I see you've gotten the Carthage in game.
Title: Re: Subspace Node Farcaster
Post by: Thaeris on June 27, 2012, 07:18:35 pm
I don't know the answer, but this looks awesome. I see you've gotten the Carthage in game.

What an informative post, Dragon...

Do we know how the ILS is handled? All of the approach gates are raster files on a quad with no collision detection applied. They also don't cast shadows. That said, the engine definately has provision massless polygons, so this should be workable.

...That being said, I'm not sure how helpful I've been, either.
Title: Re: Subspace Node Farcaster
Post by: The E on June 27, 2012, 11:36:00 pm
I think all that would be needed here is q little entry in the def file. Should not be that hard to code.
Title: Re: Subspace Node Farcaster
Post by: rscaper1070 on June 28, 2012, 02:28:15 am
I think all that would be needed here is q little entry in the def file. Should not be that hard to code.

That sounds great. :)