Author Topic: cap ships shields problem  (Read 8951 times)

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Offline Whitelight

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cap ships shields problem
Must be a prob with the shield ani because the shielded SSD Diablo works fine in game.
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Offline Kazan

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topic bumped to reflect issue status (ticket posted in internal)
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Offline TopAce

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Quote
Originally posted by KARMA

what would you expect from a ship called vesuvius?:lol:

btw you guys already know what i think about shields for capships, maybe something good will come from the decal code, let's see:)


And the Star Wars Conversion would need it. Seriously :)
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Offline TrashMan

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_argv[-1] made capship-shields...... not a real model, but the capship acts like it has them...and they are singular too!:D

Gotta get my hand on that!
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Offline gevatter Lars

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Well I would have an idea for capship shields without the models, but it would need quite some work from the coding people.

I thing something like this should be in the codec:
Quote

if cap-ship-shield on -> show shield-ani -> damage shield
if capshipshield off -> show hit-ani -> damage hull

Don't know if that is possible...in theorie it should work.
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Offline Tolwyn

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Quote
Originally posted by TrashMan
_argv[-1] made capship-shields...... not a real model, but the capship acts like it has them...and they are singular too!:D

Gotta get my hand on that!


interesting... could you explain how to do that?
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Offline KARMA

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Quote
if cap-ship-shield on -> show shield-ani -> damage shield
if capshipshield off -> show hit-ani -> damage hull

I posted something like this ages ago, but now it isn't necessary since non modelled capship's shields have been already implemented, althought it is something that still needs some work: there isn't any shield hit effect

 

Offline Tolwyn

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Quote
Originally posted by KARMA

I posted something like this ages ago, but now it isn't necessary since non modelled capship's shields have been already implemented, althought it is something that still needs some work: there isn't any shield hit effect


is it implemented in the latest release? Does this mean that I only have to add shieldhitpoints to the cap ship tbl entry?
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Offline gevatter Lars

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Quote
Originally posted by KARMA

I posted something like this ages ago, but now it isn't necessary since non modelled capship's shields have been already implemented, althought it is something that still needs some work: there isn't any shield hit effect



If that is allready implemented how can we get it to work?
What has to be done to get an shieldanimation in there?
Please tell me/us more details about that.
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Offline KARMA

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http://www.hard-light.net/forums/index.php/topic,17067.0.html a bit long thread
animations work only if there are some polys where to draw them, and for reasons too long to explain (assuming I would be able to:doubt: ) those polys can't be the hull's polys, therefore you can't have -so far- shield animations without a shield mesh. I asked for example for a "glow" effect:doubt:, something like this http://www.hard-light.net/forums/index.php/topic,17672.0.html , wich would be better than nothing in my opinion, but better to leave it to the coders:)
« Last Edit: October 11, 2003, 07:20:59 am by 433 »

 

Offline Kazan

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bobboau says the crashing is caused by the shield mesh not being dense enough
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Offline Tolwyn

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has he seen my current shield mesh I sent you? 'cause this might explain our problems...
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Offline TrashMan

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Quote
Originally posted by Tolwyn


interesting... could you explain how to do that?


Ask _argv[-1]. He made a thread about it not long ago...just look for it!
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Offline Carl

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let's just have the shield hit effect appear on the hull when it gets hit. it'll be so much simpler.
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Offline Kazan

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i'm with carl
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Offline Bobboau

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actualy I said the bad rendering was from the loose sheild, and I agree with that sugestion, but am too busy to implement it now
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Offline KARMA

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well if you can do that, it would surely be WELL accepted, I just thought it wasn't possible (from what you guys said ages ago) without killing performances due to the problem of finding the neighbor polys.
Nonetheless I still think it wouldn't be the best solution possible: it would be hard to have control over the size of the effect, since not all the polys of an hull mesh are of the same size and often they would be too big for a realistic effect.
I'd like more for example an effect based on something like the decal code or a glow effect like in homeworld.
Talking about the SW conversion, in the films when a laser hit a ship with shields, you can see small explosions little far from the hull, when there aren't shields the explosions are bigger and are on the hull surface. Would something like this possible/useful to realize?

 

Offline Kazan

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a shield tri consists of

3 indexes into a vertex array - defining the shield poly
3 indexes into the shield poly array, defining neighbors
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Offline Flipside

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I suppose one option is to have the shield 'object' as the first LOD of the model (Not sure if this could include sub-objects) increased in size by, say, 7.5%? That way, shield hits really would crawl over the surface of your ship?

Flipside :D

 

Offline Bobboau

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the bsp structure of the hull is about as diferent as you can get from the structure the shields are held in
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