Author Topic: Lucifer Shields  (Read 11193 times)

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Offline DTP

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Quote
Originally posted by venom2506
If it works fine w/o any pb, I'll probably use it :)


There should be no probs / side effects. But feel free to use it. btw totally awesome explosions, nice work.
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Offline Nico

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SCREW CANON!

 

Offline DTP

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I dont know what is taking GalacticEmperor  so long, maybe he is waiting for me doing the insignias.
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Offline Galemp

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Quote
Originally posted by DTP
I dont know what is taking GalacticEmperor  so long, maybe he is waiting for me doing the insignias.


:p Real Life (TM), man. Do you have access to the 3DAP FTP server? Ask Steak or one of the other admins, and maybe you can upload and update yourself.

The shield, in game, doesn't look as good as the mesh looks like it should. Why on Earth does the shield flash when you pull the trigger and again when the laser hits? And why do some of the flashes look distorted or cut in half?

Still, great job on the turrets- most impressive. Is that Lucifer using the hi-res maps you showed in the screenshots? They still look the same to me.
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Offline DTP

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Odd, I usually get a mail when someone post here, but ohh, sorry for the late reply. Regarding the textures. Simply extract the ones in FS1 and Move them into the data/maps dir in FS2. The Tex names are equal.

I know those “Electric” lines looks cool, but they are a mistake from my side. Put them on wrong surface, and didn’t bother to correct it. Open your FS1 Lucifer model in model view, and you will see. If you want those electric lines, then it is simply a matter of exchanging capital02-02x with capital02-03x.pcx, where x is a, b and c, And you will get those electric lines.
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Offline DTP

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Regarding the flash. I suspect That is because the game has an in game "feature" that makes the shield flash when you "shoot" enters the Bounding box of the model. Imagine that you put a rectangular box around the model that just encloses The Lucifer. This is in the POF file and is used for many other things, and I suspect for the shielding ass well. Since Shields where only intended for fighters you would not notice this in the time for the shoot to enter the bounding box and hitting the shield, on a fighter.

This flashing occurs even when you are inside the bounding box and outside the shield. I have eliminated it as being some “hidden” secondary shield as I have creates a simple model that is basically a box with sticky antennas at the top, bottom, right and left, and put a simple Shield on it that does trace the contours of the simple model, and here the same thing happens.

Regarding cut in half effect. I think I just solved that in my mind. He he :D.

Looking into it, but now it is time for the dentist.
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Offline DTP

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Tested my theory and it did not work. Well I think the half flashing is because of the way a shield is UV mapped. This uvmapping is spherical and there’s no way of applying an Uvmap to the shield so that it has an effect in game, I already tried that. Unless I have to redesign the whole shield from scratch and add 10000+ polygons to it, then there is no way around it. I will try and maintain the form of the Lucifer shield and apply some “adding polygon auto feature”. Also known as mesh smooth in Max, but this usually deforms the mesh a bit. It would however look awesome on the original Lucifer. But… polygon count.

But the upside is that the shield does work against anything than collisions and beams.

Settings
$Shields: 1000000
$Power Output: 1000000
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Offline DTP

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Tested a shield polygon count of 26000, 16000 and 9300. PCS Crashed, cobtopof-with high limits ran out of "memo capacity". Don’t know why, as it only used 2 MBs of ram. gimme MALLOC coder’s gimme gimme. :D.

But, I managed to minimize the cut in half effect by a shield of 6003 polygons. No side effects or problems encountered yet. A pic of the new 6003 polygon shield will be up shortly.
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Offline Nico

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what are you talking about with UVmapping on the shields btw? you don't need to do that :nod: make the shield mesh, and that's all, no need to apply anything, the shield ani will just fit with the polygon's normals
SCREW CANON!

 
I'm pretty sure he's talking about the way the game does the UV mapping of the shield ani onto the shield polys ingame.

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Offline Setekh

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Quote
Originally posted by TurboNed
I'm pretty sure he's talking about the way the game does the UV mapping of the shield ani onto the shield polys ingame.


The thing is, the shield ani isn't UV'd onto the shield polys at all. The game simply uses the mesh's normals as display points and slaps it onto those. :)
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Offline Razor

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Even though I don't like the ship (especially because of the name I hate so much) I think that you did a good job on it.

:yes:

  

Offline DTP

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Hate leads to nothing but what you hate.:sigh:

But thank you anyway.:)
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War is a lion, on whos back you fall, never to get up.
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