Author Topic: Adding a shield to a cap ship turret  (Read 1614 times)

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Offline boewolf

  • 28
Adding a shield to a cap ship turret
Assuming that a shield is just a half ball.  Is it just a matter of adding the appropriate named sub object to the main hull to create a shield around the turrets of a cap ship?

 

Offline Stormkeeper

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Re: Adding a shield to a cap ship turret
I don't think so, although I'm not very certain on the basics about shield creation. I'm also not sure if its possible to just shield parts of a ship.
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Offline nvsblmnc

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Re: Adding a shield to a cap ship turret
It's been done before - there used to be a Deimos somewhere with shielded turrets.

Not sure how it was done or where it is now, though...
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Offline Mav

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Re: Adding a shield to a cap ship turret
Well, you need to make a separate mesh   (or maybe several, in case of several shielded ship parts)   in your 3D programm and group this in tS with a light as "...-shields" subobject   (if you have several meshes, put them all into this subobject)   . Depending on your converter, the light has to be named something like "H_...-shields" I think, but I'm not entirely sure about the naming convention at the moment.

Your shield model should have a plain colour assigned to it in tS, NOT a texture.

It should also never be too far from the ships' hull   (i.e. not too far out; it's no problem if it's actually inside the hull, though then ofcourse the hull will get hit in those places instead of the shield)   or elsewise you will experience the problems most people trying to do capship shields had... (crashes, shields only working from a few angles, and maybe other nasty stuff - I originally got these problems, too; thanks to the creator(s) of the SSD Diablo and Infernos' shield packs, which demonstrated the solution to me  :yes2: :) :yes:)

[edit: Oops, I forgot :o - the shieldmesh also has to be triangulated...]

And if you wish your shieldmesh to look good, you also should try to make it rounded, avoiding sharp edges - otherwise the shieldhit-effect will stretch rather weirdly.



If you follow these guidelines, you should get a nice working shieldmesh upon conversion, be it a normal one, a capship one, or a multi-part one like you want.
To admit, I never tried multi-part, but normal AND capship shields do work this way :) .

( I once made a cruiser shieldmesh [and a half] for WCS which worked rather nicely - it wasn't completely done so some shots still passed through, but else then this there were no problems  -  it can be a pretty lot of work to make them rounded though, especially for large ships with 90 degree angles... :sigh:   It seems that the allowed distance from the hull is a fixed value or something, because the larger your ship, the closer the shields have to be to the hull in relative values - which propably caused all that fuss of people clamouring about "capship shields not working"... )



However, please note that FS shields seem to be pretty unreliable now and then - I sometimes noticed my fighter's hull being damaged and the (completely full) shields left untouched, even on some original :v: ships... :(
If you want a complete shieldmesh however, you can now fix this with the "hull shields"  (or whatever the correct name is...)  table-flag. For your part-shields of course, this flag won't be a good idea, as then the whole ship would count as shielded, not only the turrets.


Also, please note that a bit of this info might be outdated, as I'm not sure how much has changed here by the SCP-coders during the last two years. But this way it worked in FS2 retail, as well as some of the earlier SCP versions. Somewhere around 3.5 is the last that I'm 100% sure it worked, but as the coders usually don't want to delete features that were there originally, it should still work so in recent builds   (though I had the SSD Diablo crashing on me in some build :( - should maybe test this with a recent one to see if that's still there...)  .

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« Last Edit: August 03, 2008, 05:47:08 pm by Mav »
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
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Re: Adding a shield to a cap ship turret
However, please note that FS shields seem to be pretty unreliable now and then - I sometimes noticed my fighter's hull being damaged and the (completely full) shields left untouched, even on some original :v: ships... :(

I can confirm this too.  I've got super heavy shielding that gets bypassed by turret fire.
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Offline Stormkeeper

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Re: Adding a shield to a cap ship turret
Imo, surface shields ought to work just as fine.
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Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Adding a shield to a cap ship turret
Yeah, for things that should be shielded completely, that's a good ADDITION to make sure the shield isn't leaky...

But you won't get shieldhit-effects this way.

Neither could you do a partially-shielded ship with surface-shields... And as you might notice, a partially shielded ship was the point of this topic. :rolleyes:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Topgun

  • 210
Re: Adding a shield to a cap ship turret
it wont work. I tried it. the hit effect just goes on the part of the ship that has a shield but the rest of the ship doesn't have shields, it still takes away hit points from the shield. it just doesn't have the effect.

  

Offline chief1983

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Re: Adding a shield to a cap ship turret
It should also never be too far from the ships' hull   (i.e. not too far out; it's no problem if it's actually inside the hull, though then ofcourse the hull will get hit in those places instead of the shield)   or elsewise you will experience the problems most people trying to do capship shields had... (crashes, shields only working from a few angles, and maybe other nasty stuff - I originally got these problems, too; thanks to the creator(s) of the SSD Diablo and Infernos' shield packs, which demonstrated the solution to me  :yes2: :) :yes:)

It seems that the allowed distance from the hull is a fixed value or something, because the larger your ship, the closer the shields have to be to the hull in relative values - which propably caused all that fuss of people clamouring about "capship shields not working"... )

However, please note that FS shields seem to be pretty unreliable now and then - I sometimes noticed my fighter's hull being damaged and the (completely full) shields left untouched, even on some original :v: ships... :(
If you want a complete shieldmesh however, you can now fix this with the "hull shields"  (or whatever the correct name is...)  table-flag. For your part-shields of course, this flag won't be a good idea, as then the whole ship would count as shielded, not only the turrets.

Also, please note that a bit of this info might be outdated, as I'm not sure how much has changed here by the SCP-coders during the last two years. But this way it worked in FS2 retail, as well as some of the earlier SCP versions. Somewhere around 3.5 is the last that I'm 100% sure it worked, but as the coders usually don't want to delete features that were there originally, it should still work so in recent builds   (though I had the SSD Diablo crashing on me in some build :( - should maybe test this with a recent one to see if that's still there...)  .

I'd really like to know if this is still an issue, but I'm not sure I have anything to use to test it with right now.  If someone else knows that this is still an issue, it might be a good idea to Mantis it.

Also, it sounds like it would be really neat if surface shields could be applied to a subsystem, although then each subsystem would probably require its own shield hitpoints as well.  Neither one of those sounds impossible, but I wouldn't really be the one to ask.  I'm also wishing that surface shields could show the shieldhit effect.
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