Author Topic: Movement-dependent model changes  (Read 3876 times)

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Movement-dependent model changes
swing doors might, i think. rotate 90 on key press, rotate 90 the other way on key press.
just another newbie without any modding, FREDding or real programming experience

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Offline mikhael

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Movement-dependent model changes
Quote
Originally posted by Goober5000
mikhael: It doesn't have to be linked to sexps.  I could add a hook to link it to any AI behavior or motion.  As for non-rotational motion, if it can be represented by a rotation or partial rotation, it's doable.  If not, well... the infrastructure for that is not in place, so that probably won't get done.


That's what I thought. I'd rather have all animation A) in the POF and B) not restrictied to rotational effects.

*sigh*

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Offline Lightspeed

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Movement-dependent model changes
Quote
Originally posted by Trivial Psychic
Something like this could also do well for the SW conversion, with "s" foils and all.  Would this system also allow swing doors on the hangar of a ship or instellation?  I realize that sliding doors are something all-together different, but would the swing doors work?

Later!


Sliding would also work.

Simply rotate the doors around their y-axis while having the center of the subobject a short distance behind the door.

It will look as if the doors would slide open, when in reality they only turn around their center points. :)
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Offline Unknown Target

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Movement-dependent model changes
why an aileron in space? it's just...pointless, even for eye candy.

 

Offline Raven2001

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Movement-dependent model changes
Speaking on this sort of things.... is it possible to have a certain subsystem rotate, say 45º, but that rotation is trigered by a SEXP?? Sort of like, a ship has retractable wings, and I want to set it up sortoff like, when is warps in, the wings are retracted, and then a SEXP would make the wings open the 45º...

Also, it would be good to "store" a certain sub-object movement (say the wings opening and closing...) in the .pof file, and then have a SEXP that would just be like DO-MODEL-ANIM =>  <>

Catch my drift??
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Offline redmenace

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Movement-dependent model changes
like the intrepid(star trek) warp nacells?
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Offline Raven2001

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Movement-dependent model changes
dunno... I don't like star trek much, so I dunno what you are talking about...
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Movement-dependent model changes
Quote
Originally posted by Unknown Target
why an aileron in space? it's just...pointless, even for eye candy.


To recapitulate the first post... suppose you're playing Freespace in a giant gas cloud or VERY high orbit (think Omicron Alpha in FL, if that's the one that looks like the wild blue yonder plus two suns :wtf: ). Because of the density of the atmosphere, you need some way to steer. I've never seen a directional thruster in FS, so, in order to actually see that you're steering, I suppose you'd need a set of ailerons and elevators, or maybe a rudder.

Come to think of it, even some FS2 ships would benefit from it - the Seth and Horus both look like they were once atmospheric flightcraft, judging by their tail fins anyway.
« Last Edit: February 03, 2004, 04:46:29 pm by 800 »
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Offline KARMA

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Movement-dependent model changes
3 questions:
is it possible now to move with a keypress the subobject back to its original position after a partial rotation? That's pretty important

is it possible to have firing points on rotating subobject? Think at the xwing, the cannons are on the s-foils. Not a big problem anyway since in all the SW games you can't shoot with the s-foils closed (probably because ti was too difficult for the coders to enable this:p)
BTW, this should allow fixed turretts on rotating parts.
 
is it possible to have moving subobjects on other moving subobjects? I think no, btw it could be useful in order to make some more complex animations and to have multipart turretts on rotating parts of a ship (assuming that you'll also solve the firing points problem).
An example of a more complex animation is the B-wing: the cockpit remain still and is the center of the rotation for the rest of the hull, and the wings on the hull rotate too.

 

Offline aldo_14

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Movement-dependent model changes
Quote
Originally posted by KARMA

is it possible to have firing points on rotating subobject? Think at the xwing, the cannons are on the s-foils. Not a big problem anyway since in all the SW games you can't shoot with the s-foils closed (probably because ti was too difficult for the coders to enable this:p)
BTW, this should allow fixed turretts on rotating parts.
 


Firing points are geometry independent, so far as I can tell.  So, yes.  You can have firing points 10 meters in front of your ship if you want*

(*actually, never tried this, so dunno if the engine does 'stuff' if firing points are outside the bounding box)

 

Offline KARMA

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Movement-dependent model changes
you are right, but I expressed it badly: can we have firing points actually moving as the subobject move?
With the xwing, in the hypotesis that I want the cannons to be able to fire with the foils closed, I may have an alternative set of firing points, and the coders would "only" have to "connect" the different firing points to the different wing positions (you'll not be able to fire during the movement). But what about a turrett on a rotating subobject?
Also I'd be curious to see some effects like a vortex of fire created by a firing point on a continously rotating subobject:)

  
Movement-dependent model changes
You can get that sort of effect with the $shots and $fof tags although the dispersion is random.