Crazy smuggler
Edited by Dalmp, 20 January 2008 - 07:09 PM.
Posted 28 January 2008 - 12:42 PM
Edited by Dalmp, 28 January 2008 - 09:03 PM.
Posted 28 January 2008 - 09:02 PM
Posted 28 January 2008 - 09:11 PM
Great work, Dalmp, and thanks for the postscript .
I've been considering doing that myself, but have worried about performance with less optimized projectile models.
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Can you test it with using a different projectile for the singles too? Should be a fairly easy change to Projectiles.xml.
Edited by Dalmp, 29 January 2008 - 02:15 AM.
Posted 29 January 2008 - 06:45 AM
Yeah, I didn't get to producing models for the upgrades either; only one I missed. I need to go back and do that. You may be able to just attach the ISD's turrets to it, assuming the firing bone names don't conflict.Actually my only beef atm is that I need to rescale the Strike-cruiser's guns individually. Heavy Octuples look odd coming out of those small turrets.
Posted 30 January 2008 - 05:22 PM
Yeah it looks amazing, and looks far better in-game when you can see the projectiles moving. Keep in mind nothing that actually looks good is my work, so I'm just as impressed as you are.Wow, those screenshots look amazingly cool.
Ok, that looks much better. Thanks for the suggestion!Yeah, I didn't get to producing models for the upgrades either; only one I missed. I need to go back and do that. You may be able to just attach the ISD's turrets to it, assuming the firing bone names don't conflict.
Edited by Dalmp, 30 January 2008 - 07:10 PM.
Posted 30 January 2008 - 08:36 PM
haha yeah I figured that's why you did all of that, but thought I'd type up my findings just in case anything was helpful. is there any way to stop the rotation with the turret model itself? To make the barrels collide and stop rotating past a certain point? Or will it always be free to rotate no matter how the model is built? (not a modeller, I wouldn't know).Ah, you finally understand my problem with the turret code . In the end, I had to opt for proper arcs rather than appearance, so that's why all the barrels rest at 45 degree angles and otherwise look horrible.
Edited by Dalmp, 30 January 2008 - 08:40 PM.
Posted 30 January 2008 - 11:09 PM
Posted 31 January 2008 - 12:13 AM
Yup I think so. As near as I can tell turret rest angle does absolutely nothing. I've tried angle values, massive values - none of it made a difference I could spot.The problem is that <Turret_Rest_Angle> and <Turret_Rotation_Offset> don't work like they should. I've tried every possible combination and I can't get it to function properly. I think something in the code is just plain broken here and it didn't matter for vanilla so it was never fixed.
Posted 09 February 2008 - 10:39 PM
Posted 09 February 2008 - 10:57 PM
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