Author Topic: so, how much of this would be possible with FSO?  (Read 8285 times)

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Re: so, how much of this would be possible with FSO?
ive got a moddb page for this now btw http://www.moddb.com/mods/sinispace

 

Offline starlord

  • 210
Re: so, how much of this would be possible with FSO?
well done! congrats!

 
Re: so, how much of this would be possible with FSO?
ok well ive got an asteroid field of sorts in...can I have them have their own explosion sound and effects? Obviously them exploding like they are ships doesnt make much sense...

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: so, how much of this would be possible with FSO?
Look for the asteroid script that just came out here in the last week or two. That should help somewhat, but the sound thing I'm not sure of.
Check the wiki probably.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 
Re: so, how much of this would be possible with FSO?
well...these asteroids are ships (as in entries in the ship table) because I need to place them manually. Unless there is a way to do asteroid fields in shapes (like a ring of asteroids) that don't respawn I am assuming there isn't. So the normal way of FS asteroids aka asteroid table doesn't look like it will help here...

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: so, how much of this would be possible with FSO?
Ah sorry I didn't get what you were asking for then.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 
Re: so, how much of this would be possible with FSO?
Well next thing then...

In S:U the worker enemies would gather crystals and attach them to the jump gate, when there was enough the sinistar would warp in (you could also keep destroying them and prevent that causing the gate to blow up after about 12 minutes). Is there a way I could replicate that?

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: so, how much of this would be possible with FSO?
Make the gate a dockable object, and establish dockpoints for the crystals or enemy units, then do some fancy event freding to dock them on some sort of trigger.
Pretty much everything after your first comma is fred work.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 
Re: so, how much of this would be possible with FSO?
k wanted to ask if there is anything I can do with the ai as some things in S:U acted different than others. For example when you damaged the strike warrior enemies enough they would flee the area at high speed using afterburner. I'm thinking FRED would allow for that, but what about how the sinistar bosses played? They would always chase after you (though some would temporarily flee when you hit them with a sinibomb) and some have tractor beams they can use to pull you around or push away your sinibombs. I have some of these enemies in game but they are not much different from the rest atm and well, they should be if possible.

some more stuff ive done on http://www.moddb.com/mods/sinispace btw

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: so, how much of this would be possible with FSO?
Not my territory, but you'll eventually have someone tell you about this.
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline starlord

  • 210
Re: so, how much of this would be possible with FSO?
I like your squadron warrior! you capture the S:U look quite well!

 
Re: so, how much of this would be possible with FSO?
some more things on the moddb page now, but for the heavy fighter what went wrong here. I did everything for it the same as everything else so far and I have this ingame http://imageshack.us/f/706/hfwtf.jpg/

where did these invisible polys come from? In max it looks fine.

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: so, how much of this would be possible with FSO?
If there's something going wrong with your model during conversion, then you need to check a couple things:

1.  Make sure there are no duplicate vertices.
2.  All the normals are facing the right direction.
3.  The model is triangulated sometime before you make a .POF.
4.  There are no holes in the mesh.
5.  Object location are set to plane origin.
6.  Your hierarchy is correct with the base object being "detail0".

Edit: If it's not one of these, I don't know what it could be.  All of the errors I've gotten, except for one type, come from that list.  The exception was when I rotated an object instead of rotating the polies that make up the object which made the POF read a subobject incorrectly, making it tilted about 30 degrees.

  
Re: so, how much of this would be possible with FSO?
well me still being an uber noob at this stuff...

eh nevermind I re-exported after editing the model in that area a bit and its ok now

1. how would I check to see if that is the case?
2. I always make sure all the faces are good, in this case they are.
3. same as #1...or do you mean the reset x-form thing? cause I do do that.
4. again I check for any wrong face direction or holes...don't see any.
5. Always have the model set to 0, 0, 0 and try to get pivot point as close as I can to objects center point (sometimes it is below or above but I fix that)
6. that was a problem before but I know to do that now, so that can't be it.
« Last Edit: December 12, 2011, 07:02:03 pm by BloodFleet »