Author Topic: Getting rid of engine glow (FSO)  (Read 2417 times)

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Getting rid of engine glow (FSO)
Is there a way to turn off a ship's engine glow without disabling the engine? I want a ship in dock to "start-up" and get moving sort of thing so the engines should be off at the start but some of the models I've noted (ie HTL Deimos) have "damaged" states for their engines so simply disabling the engine subsystem doesn't work. Well it works but looks hideous. All I want to do is get rid of thruster glow not mutilate the engines. I tried "play dead" but it doesn't work either.

 

Offline FUBAR-BDHR

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Re: Getting rid of engine glow (FSO)
Check the recent 3.6.11 commits.  I believe a new sexp was in the works for something like that.
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Re: Getting rid of engine glow (FSO)
Hmmn, didn't notice anything in the thread but didn't look too hard either.
Maybe I'll just use or modify a model so that it doesn't have the damaged state for the engines.

 

Offline NGTM-1R

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Re: Getting rid of engine glow (FSO)
The last time this was discussed, nobody wanted such a SEXP
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Re: Getting rid of engine glow (FSO)
The last time this was discussed, nobody wanted such a SEXP

It's not an issue with the retail ships because they don't have damaged engine states but if anyone ever wants a ship with engines off but not destroyed it will look very odd with any HTL ship.

I dunno, I'm a bit of an odd-ball in that my missions are very scripted or event heavy so this sort of stuff appeals to me. Though obviously such a sexp would be a pretty specific case scenario. That being said, many Sexps are rarely used.

I would like such a Sex-P but for the moment I can get around it. (hopefully)

 

Offline Droid803

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Re: Getting rid of engine glow (FSO)
Well, it would also help the Derelict mission where that corvette is stuck in a energy-draining minefield and you see it's engines flicker rapidly between its destroyed state and its normal state accompanied by explosions even though it's not getting destroyed, just power drained...

Totally kills immersion.
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Re: Getting rid of engine glow (FSO)
Well, it would also help the Derelict mission where that corvette is stuck in a energy-draining minefield and you see it's engines flicker rapidly between its destroyed state and its normal state accompanied by explosions even though it's not getting destroyed, just power drained...

Hahaha. Yeah.
See the thing is, I'm planning on using this for a cutscene. And some of the ships I'll use are just the retail models with the glowmaps. But I know, that down the line, maybe even before the mission is released those ships are going to go tits up because someone will make an HTL version and release it.

It's the same problem with the Deimos or Saphah in Derelict right. I dunno, making stuff fancy can be be good but it ruins backwards compatability in many cases. Especially when model dimensions change (the Mjolnir comes to mind). Another mission I scripted to have some Elysiums docked with Mjolnirs. Or looking to be docked. Then when the I used the HTL the transports were crashing half way into the beam cannon.

Heck that reminds me I don't even want to THINK what happened to the "super beam of doom" they made in Derelict out of random items.

 

Offline Mongoose

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Re: Getting rid of engine glow (FSO)
Heck that reminds me I don't even want to THINK what happened to the "super beam of doom" they made in Derelict out of random items.
If I recall, at least in Blaise Russel's SCP re-release, it looks just fine.