Replying to Executor/Sovreign Star Dreadnought
Topic Summary
SpardaSon21
Posted 06 August 2010 - 03:57 PM
Zeta1127
Posted 03 August 2010 - 10:34 PM
Invadious
Posted 03 August 2010 - 03:51 PM
There's no need to scale anything down, besides... some units are already very small and hardly viewable even when zoomed in completely.
Ghostrider
Posted 03 August 2010 - 01:42 PM
Id assume you would have to edit other tags,for instance if there is any sort of 'hitbox' that would need to be scaled down,buut ill look into it,thanks for the helpThey could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.
I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.
Accuracy is determined by ship class. I think it's just scale factor, but watch out for Z LAYER ADJUST AND Size Factor.
Alternatively, change the map size by rescaling all models to 75% of current? Oh but then you have increased all fire ranges....
Basically if you change the scale, by say 75%, then 1km become 1.333km in the new scale and it messes up everything - behaviour, fire accuracy, eg:
<Space_FOW_Reveal_Range>14300.0</Space_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Minimum_Follow_Distance>9600.0</Minimum_Follow_Distance> <Targeting_Max_Attack_Distance>13100.0</Targeting_Max_Attack_Distance> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set>
All values are set so that 1000 = 1km at the correct scale. Change the scale and you mess all the numbers up.
Eg: Executor Hard point no. 1<HardPoint Name="EHT0001"> <Type>HARD_POINT_WEAPON_LASER</Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_0016</Fire_Bone_A> <Fire_Bone_B>MuzzleA_0018</Fire_Bone_B> <Fire_Bone_C>MuzzleA_0020</Fire_Bone_C> <Fire_Bone_D>MuzzleA_0022</Fire_Bone_D> <Fire_Bone_E>MuzzleA_0024</Fire_Bone_E> <Fire_Bone_F>MuzzleA_0026</Fire_Bone_F> <Fire_Bone_G>MuzzleA_0028</Fire_Bone_G> <Fire_Bone_H>MuzzleA_0030</Fire_Bone_H> <Fire_Bone_I>MuzzleA_0048</Fire_Bone_I> <Fire_Bone_J>MuzzleA_0050</Fire_Bone_J> <Fire_Bone_K>MuzzleA_0052</Fire_Bone_K> <Fire_Bone_L>MuzzleA_0054</Fire_Bone_L> <Fire_Bone_M>MuzzleA_0056</Fire_Bone_M> <Fire_Bone_N>MuzzleA_0058</Fire_Bone_N> <Fire_Bone_O>MuzzleA_0060</Fire_Bone_O> <Fire_Bone_P>MuzzleA_0062</Fire_Bone_P> <Fire_Cone_Width>180.0</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Space_Heavy_Octuple_Turbolaser_G</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.8</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>3600.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Utility, 45.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Fighter, 45.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 45.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 40.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Freighter, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Cruiser, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Destroyer, 5.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 5.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 0.1 </Fire_Inaccuracy_Distance> </HardPoint>
There are a LOT of dreadnaught hardpoints. ~ Executor hardpoints run to 36051 Lines of code.
Change the scale and you mess with gun range values. It's a BIG can of worms...
Ghostrider
Posted 03 August 2010 - 01:21 PM
Id assume you would have to edit other tags,for instance if there is any sort of 'hitbox' that would need to be scaled down,buut ill look into it,thanks for the helpThey could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.
I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.
Accuracy is determined by ship class. I think it's just scale factor, but watch out for Z LAYER ADJUST AND Size Factor.
Alternatively, change the map size by rescaling all models to 75% of current? At least that way you see Executor in all her majesty?
FIR3ST0RM
Posted 03 August 2010 - 10:16 AM
Id assume you would have to edit other tags,for instance if there is any sort of 'hitbox' that would need to be scaled down,buut ill look into it,thanks for the helpThey could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.
I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.
Tropical Bob
Posted 03 August 2010 - 07:24 AM
I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.
FIR3ST0RM
Posted 02 August 2010 - 09:00 PM
could it be possible to lessen the actuall area of the ships in question? im sure something can be done with the XML files of said ships.It's almost impossible to fit them in. It can be done, depending on the map, but the best bet is just not to try.
If/when the mod is able to get custom maps for Skirmish, they'll likely be a little larger. Evilbobthebob made a two maps for PR, but there seem to be syncing issues or something a lot of the time, even if you have the exact same map. I'm going to assume that's the case with any maps in the CustomMaps folder, so you'll pretty much have to wait for maps included in the mod.
Tropical Bob
Posted 02 August 2010 - 08:13 PM
If/when the mod is able to get custom maps for Skirmish, they'll likely be a little larger. Evilbobthebob made a two maps for PR, but there seem to be syncing issues or something a lot of the time, even if you have the exact same map. I'm going to assume that's the case with any maps in the CustomMaps folder, so you'll pretty much have to wait for maps included in the mod.
FIR3ST0RM
Posted 02 August 2010 - 07:56 PM