Author Topic: cap ships shields problem  (Read 8942 times)

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Offline Flipside

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This could poss be done at the Mod creation level, simply creating the shield model using a copy of the Main LOD, but with the UV's deleted? LOL You've already eased the pain of Thrusters Bobb, I wouldn't ask for more ;)

Flipside :D

 

Offline KARMA

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obviously it has been already tryed, and althought somehow possible, there are many probs

 

Offline Bobboau

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I wuld sugest subdivideing the geometry, quite a bit, for caps ships especaly, and useing the equivilant of a grow modifier on it to make it just a little bit off of the surface.
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Offline KARMA

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personally I use only truespace, and if you just scale up the mesh, many parts goes offset from the correspondent parts of the hull (venom said there is a tool in max that can deal with this prob, I never found something similar in TS)
What you have to do is to scale all the parts individually, and you have also  to subdivide the mesh to 20/40k polys and import the shield mesh from another pof at the end of editing (or you can't use modelview)... the whole thing is a bit annoying, personally I prefer to use argv's virtual shields 'till a solution will be found, in one way or the other

  

Offline Flipside

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Yep, it would be great if the Damage decals ever get revised and hopefully repaired as well :)
I think the main problem with enlarging some models for shields is when two polygons are facing each other and tend to cross over each other, this is why it would be difficult to do with subsystems, though a boolean Unify would probably fix this. Alas because of the way the ships are stored, and the way the shields seem to be animated, this will be about the best we can hope for if the same shield system is used for Capships as Fighters :) Unless someone is going to do something ingenious with the Bounding boxes or the like :D

Flipside :D