Author Topic: Star Fox: Event Horizon for FSO  (Read 97174 times)

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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
It is absolutely possible to mount turrets at arbitrary angles. However, in order for the engine to make the rotations work correctly, it needs to be told what the up and forward vectors for the turret base are.
This is an example using the GTD Titan model:


As you can see, turret11 is mounted on the side of the main hull, so it has an "up" vector (as denoted by the "uvec" property in the model) of -1,0,0 and a "forward" vector of 0,0,1

Awesome that worked.  :nod:
Is there a way to make it so that turrets face a specific direction other than sticking out when they are resting and not attacking targets?

 

Offline 0rph3u5

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Re: Star Fox: Event Horizon for FSO
Is there a way to make it so that turrets face a specific direction other than sticking out when they are resting and not attacking targets?

Subsystem Animation Code:
https://wiki.hard-light.net/index.php/Animation_Code

Scroll down for an example who to set a turret to face a certain direction when the parent model is spawned by the game
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

==================

"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

"...because they are not Dragons."

 

Offline 0rph3u5

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Re: Star Fox: Event Horizon for FSO
What you are specifically looking for is the "reset when idle"-flag, found here:

https://wiki.hard-light.net/index.php/Subsystem
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

==================

"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

"...because they are not Dragons."

 
Re: Star Fox: Event Horizon for FSO
The most common set of flags for rotating turrets is "check hull" "fire on target" "reset when idle".

 

Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Cool the turrets and everything work. I guess I'll drop this here and vanish for a few more months.  :lol:


 
Re: Star Fox: Event Horizon for FSO
Simply amazing :eek2:

 

Offline 0rph3u5

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Re: Star Fox: Event Horizon for FSO
The most common set of flags for rotating turrets is "check hull" "fire on target" "reset when idle".

"check hull" is maybe not applicable here - it just so the turrets don't try to fire through parts of the ships they are on even though their field of view would technically allow that

Depending on how the troops are set-up in terms of parent object it might actually cause problems...
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

==================

"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

"...because they are not Dragons."

 

Offline Kiloku

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Re: Star Fox: Event Horizon for FSO
So cool that you made the Garuda leave their "Tank" section once you destroy the upper section like in SF64! 

I'm amazed that you have so many ground missions working well. I remember reading that AI fighters would go crazy and collide with the ground and buildings in most attempts. How do you avoid that?
Potato!

 

Offline 0rph3u5

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Re: Star Fox: Event Horizon for FSO
There is no concept of choosing wingmen in FreeSpace like there is in Wing Commander.  But you might be able to simulate it with scripting.

Technically you can do it if you make a personal ship for each wingman to be used in the Loadout Section and then use is-ship-class checks to tailor stuff. Use the ship-allowed sexps to enable and disable on basis of campaign progression.

However that settles you with a lot of bagage in terms of exess team loadout components. And you would have to make the ships visually distinct etc etc

Follow-up:
If you are not using load-out screen, easy thing to do with a variable and a nested event - all that is needed is a way for the player to make the input; shortest routes would be reinforcements (ala BP2) or Axem's prompt box script
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

==================

"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

"...because they are not Dragons."

 

Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Random question time, is there a way to make it so a particular object does not cast and/or receive shadows when shadows are enabled? My oceans seem to have some wonky visual effects when shadows are enabled and I'd really like to not have to disable them any longer:

Hidden Text: Show

 
Re: Star Fox: Event Horizon for FSO
There's something called "apply no lighting" in the ships.tbl.

 

Offline The E

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Re: Star Fox: Event Horizon for FSO
That's really weird. Can you make a minimal test mod that can be used to reproduce that issue?

There's something called "apply no lighting" in the ships.tbl.

Yes, there is that. But that excludes the object in question from all lighting calculations, which will look really bad.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Colonol Dekker

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Re: Star Fox: Event Horizon for FSO
Is it hard to add - no_shadow as a feature/script :confused: :confused:

 

Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
So because I am insane I decided to remodel half the faces of characters I spent nearly 2 years animating and now I have to animate em all again. Yay!
Hidden Text: Show


The purpose was because I wanted the faces to be more expressive, and i feel like I can make stuff better than I did back in 2015 when a lot of these models were originally made.



 
Re: Star Fox: Event Horizon for FSO
Get my usual :eek2: 's for your work. :D

The remodelling paid off in an amazing way! :nod:

 

Offline Su-tehp

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Re: Star Fox: Event Horizon for FSO
Creator of the Devil and the Deep Blue campaign - Current Story Editor of the Exile campaign

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Offline UndyingNephalim

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Re: Star Fox: Event Horizon for FSO
Random question time, is there a way to make it so a ship or wing of ships warps in at very specific locations? Half the time they warp in right where I place them, but occasionally ships will warp in quite a distance away from where I've placed them in FRED2. It's a bit annoying because I have camera angles and movements set up and almost half the time they warp in out of frame and ruin my in-game cutscenes.

 
Re: Star Fox: Event Horizon for FSO
If you set the arrival location to Hyperspace (the default one), they should always arrive on same place.

 

Offline 0rph3u5

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Re: Star Fox: Event Horizon for FSO
Random question time, is there a way to make it so a ship or wing of ships warps in at very specific locations? Half the time they warp in right where I place them, but occasionally ships will warp in quite a distance away from where I've placed them in FRED2. It's a bit annoying because I have camera angles and movements set up and almost half the time they warp in out of frame and ruin my in-game cutscenes.

Can you please be more specific. Which warp-in time are you using? Is it a problem with the deceleration from warp-in (so basically where ship "comes to rest" after warp-in if it doesn't have any orders cued up)?
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

==================

"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

"...because they are not Dragons."

 

Offline DefCynodont119

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Re: Star Fox: Event Horizon for FSO
Ships should always appear where you place them, But ships also have a "start velocity" that can cause them to move slightly, try going into the "initial stats" of each ship and setting the velocity to zero.
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