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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Joey_21 on July 12, 2001, 05:37:00 pm

Title: Fighterbays
Post by: Joey_21 on July 12, 2001, 05:37:00 pm
Any tutorials out there on how to do them? I could have a model soon that I want to use one on...

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Title: Fighterbays
Post by: Jabu on July 12, 2001, 05:41:00 pm
No tutorials AFAIK. Pretty much just a box thingy inside the model, and an invisible wall on the front.

Take a look at a FS POF if you want to know the POF editing bit  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Fighterbays
Post by: Joey_21 on July 12, 2001, 05:45:00 pm
Well, I have taken looks at them but it seems that the paths to the fighter bay are started in a new subobject... I need a little tutorial on what kind of an object to make the invisible wall out of...
Title: Fighterbays
Post by: Bobboau on July 12, 2001, 08:54:00 pm
you don't need the invisable wall,
all a fighter bay is is a serese of paths named $bay01 bay02 ect..., generaly it is made child of a fighter bay subsystem

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Title: Fighterbays
Post by: Sushi on July 12, 2001, 08:57:00 pm
I think the fighterbays are better without that wall anyway. Flying inside is a blast, and a great way to avoid enemy fire...until the capship decides to turn and you get slammed against the wall.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)



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Title: Fighterbays
Post by: Joey_21 on July 12, 2001, 08:59:00 pm
Thanks Bobboau. I'll try that sometime.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Fighterbays
Post by: aldo_14 on July 13, 2001, 01:49:00 pm
 
Quote
Originally posted by Bobboau:
you don't need the invisable wall,
all a fighter bay is is a serese of paths named $bay01 bay02 ect..., generaly it is made child of a fighter bay subsystem


Or with the parent as hull object (check name).  Other thing is that you need to have at least 4 paths - one for each ship exiting - or you get collisions upon exiting.




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Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 03:33:00 pm
1 last question... when adding a fighter bay, do I make the first point of the path the closests to the bay or the farthest from the bay?
Title: Fighterbays
Post by: aldo_14 on July 13, 2001, 03:38:00 pm
 
Quote
Originally posted by Joey_21:
1 last question... when adding a fighter bay, do I make the first point of the path the closests to the bay or the farthest from the bay?

Off the top of my head - point 4 is in the bay.  I think in the V models - the ships actually start off inside the hull model before exiting (not sure).  I think collision detection between the fighter and cpaship is disabled for this.

There's nothing quite as amusing as forgetting to set more than 1 exit path and watching 3 wings of Herc (literally) stuck to each other.

Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 03:57:00 pm
I only make 2 vertices per path... I find no need to put gobs of them in. It just makes the path more work.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Fighterbays
Post by: DragonClaw on July 13, 2001, 04:00:00 pm
   the invisible walls are there on the FS ships for a reason.. so the player doesn't go camping inside the bay and blow the cap ship up heh....


   Just make a wall on the outside of the bay and texture it with invisible.pcx

    The file is non-existant anywhere in FS2 VPs, but FS will recongnize it as invisible... you can shoot through it and all.

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Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 04:03:00 pm
How will the FS2 engine recognize which part of the wall is non-collidable and which part is collidable then?
Title: Fighterbays
Post by: DragonClaw on July 13, 2001, 04:04:00 pm
  You can fire through it but your ship can't... don't ask me how [V] made this possible lol

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Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 04:06:00 pm
I mean, you have to get out... and once you're out, there's no way you can get back in on the original models... what do I do to make the FS2 engine recognize what side of the wall is non-collidable and which side is collidable?
Title: Fighterbays
Post by: DragonClaw on July 13, 2001, 04:11:00 pm
   I thought FS ships came out of the bay on the outside of the wall.. hmm

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Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 04:12:00 pm
 
Quote
Originally posted by RKIF-DragonClaw:
  I thought FS ships came out of the bay on the outside of the wall.. hmm

Nope. For a test, make yourself arrive in a dockpoint in an FS mission..
Title: Fighterbays
Post by: DragonClaw on July 13, 2001, 04:18:00 pm
  maybe it bases it off of the faces.... the back face you can fly through.. oh hell I dunno.... ur gonna have to look at the Typhon and see what it uses.

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Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 04:19:00 pm
...or just get Bobboau's help.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Fighterbays
Post by: DragonClaw on July 13, 2001, 04:20:00 pm
  He doesn't know about invisible walls... at least I hope he doesn't muahahahha  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/evil.gif)

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Title: Fighterbays
Post by: Joey_21 on July 13, 2001, 04:22:00 pm
Ok. Then I'll leave the invisible wall off. Even if they do destroy the cap ship, they'll die in the explosion...
Title: Fighterbays
Post by: Bobboau on July 13, 2001, 11:33:00 pm
just make sure the poly you put over the bay isn't double sided, like how TS likes to make them, get it in there then use the erase face tool (pointer with an x threw it)

beware of this tool, it WILL cSerw up any thing it clicks on, ie you won' be able to do anything else to a mesh once you have used this on it.

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Title: Fighterbays
Post by: Nico on July 14, 2001, 05:13:00 am
 
Quote
Originally posted by Bobboau:
beware of this tool, it WILL cSerw up any thing it clicks on, ie you won' be able to do anything else to a mesh once you have used this on it.

oh man I love 3dsMax so much...

Title: Fighterbays
Post by: The Avenger on July 14, 2001, 12:19:00 pm
yea and i am still waiting for you to have some free time to show us how to use it (VENOM)

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