Author Topic: Adding shields to a .pof?  (Read 1640 times)

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Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Adding shields to a .pof?
My A-SymMx series ships have been .pof-ed (no textures though) by a kindly fellow, now how can I add shields to them?
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Adding shields to a .pof?
Pre or post-conversion?

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Re: Adding shields to a .pof?
Post conversion.
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Adding shields to a .pof?
Both ModView and PCS will let you import shield meshes from other pofs, and ModView will allow you to edit a shield grid's dimensions, but it won't let you move individual points around to conform to your ship's shape.  It will only allow total stretching of the shield mesh, along the 3 axes.
The Trivial Psychic Strikes Again!

 
Re: Adding shields to a .pof?
As a side issue to this, and following a number of problems I experienced with the Max plugin exporting shields that crash the game... how do you add in a shield mesh if you don't have truespace to make the shape? The Max converter works a treat for everything else! Seems daft to download a version of Truespace ( an old one at that ) and learn a whole new set of modelling tools and rules just for a shield mesh.

Is there a simple way round this for me? Or do I have to make do with a generix 'oval' kind of shield from a stock POF and play around with the sizes?

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Re: Adding shields to a .pof?
Should shields be snug fitting or more 'loose', only roughly the shape of the model?

What makes the top view HUD ship and shield icons?
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
Re: Adding shields to a .pof?
Should shields be snug fitting or more 'loose', only roughly the shape of the model?

Loose. Go shoot at a Herc II from close up some time.


What makes the top view HUD ship and shield icons?

They can be auto generated.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Adding shields to a .pof?
Could you explain how they are generated then?
We could use these in our mod at this time.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Adding shields to a .pof?
ATM, all you have is the "surface shields" table flag, which tells the ship that it is to assume that there is a shield that is skin-tight to the ship in question.  In fact, this was created initially because there were instances of shots going right through a shield mesh and damaging the hull anyway, so this feature would ensure that the fighter is protected as long as there is shield strength, or as long as a piercing weapon isn't used on it.

Now, for auto-generation, I believe that it will play the shield impact sound, but the code to generate a shield impact visual effect is not present.  Bobbeau once indicated that it could be done with decals, but it hasn't been implemented yet.  I had hoped that it would be rendered a bit off from the hull, to give the impression that there's a slight gap between the shield and ship hull, but the explanation given indicated that this wouldn't be possible.
The Trivial Psychic Strikes Again!

 

Offline Turey

  • Installer dude
  • 211
  • The diminutive form of Turambar.
    • FreeSpace Open Installer Homepage
Re: Adding shields to a .pof?
ATM, all you have is the "surface shields" table flag, which tells the ship that it is to assume that there is a shield that is skin-tight to the ship in question.  In fact, this was created initially because there were instances of shots going right through a shield mesh and damaging the hull anyway, so this feature would ensure that the fighter is protected as long as there is shield strength, or as long as a piercing weapon isn't used on it.

Now, for auto-generation, I believe that it will play the shield impact sound, but the code to generate a shield impact visual effect is not present.  Bobbeau once indicated that it could be done with decals, but it hasn't been implemented yet.  I had hoped that it would be rendered a bit off from the hull, to give the impression that there's a slight gap between the shield and ship hull, but the explanation given indicated that this wouldn't be possible.

Actually, he was talking about the shield icons. These can be auto-generated by adding "generate icon" to the flags line of the ship in question.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Adding shields to a .pof?
Oops.
The Trivial Psychic Strikes Again!

  

Offline asyikarea51

  • 210
  • -__-||
Re: Adding shields to a .pof?
ATM, all you have is the "surface shields" table flag, which tells the ship that it is to assume that there is a shield that is skin-tight to the ship in question.  In fact, this was created initially because there were instances of shots going right through a shield mesh and damaging the hull anyway, so this feature would ensure that the fighter is protected as long as there is shield strength, or as long as a piercing weapon isn't used on it.

This is actually one of the reasons why I don't want to use the "surface shields" flag (I want shots to skip the shields and damage the hull anyway from time to time - supposed realism?), but there's a fighter that I'm using which has the shield mesh issue, so I don't have a choice.

At least the flag is there, which allows for a quick hotfix since I can't model for nuts. :(