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Achilles

I stole fire from the lighter!

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13th January 2003

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#21 9 years ago

well, sometimes the graph is zoomed in close, try using the scroll wheel on your mouse, failing that I am not sure but you can go to customize user view and find the track view option then assign a hotkey to it.

make sure you are not spinning the axis rather than the mesh, I always use the radials around the object and do it manually( if you do it in none perspective it rotates in increments of .50 degrees ), either way so long as it worked out in the end ;)




Stalkerh

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24th April 2003

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#22 9 years ago

It did work... thanks again. :) Any advice on getting LODs working, BTW? I thought I had it figured out, but it never seemed to work right (all the meshes displayed in-game all at the same time, instead of one LOD at a time dependent on distance). I've attached a screenshot of how I have it now.

I've also attached a screenshot of the in-game Fenris cruiser! The sensor dish rotates, and I've got all the glowy things up.




Achilles

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13th January 2003

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#23 9 years ago

I got the same pretty much, I confirmed it worked by assigning different color textures to each lod.

Spoiler: Show
2cdbgk5.jpg



Stalkerh

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24th April 2003

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#24 9 years ago

Different colors... Nice. What are the Dummy points for?




Achilles

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#25 9 years ago

auto created when I place helpers, I used to remove them but they do nothing and if I forget something I can use them to cover that.




Stalkerh

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24th April 2003

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#26 9 years ago

EDIT: UGH... nevermind, I figured it out. I was copying the entire chunk of text for the LOD controls, but not changing the numbers back (to 1, 2, 3, and 4) to match the graphics level they were in. booo :P Many wasted hours... at least I learned alot about LODs ;)

hmmm.. anyone know if FleetOps handles LODs differently than standard Armada 2? The detail LOD is working, but it doesn't switch on until I'm literally almost zoomed inside the model. My ART_CFG lines for LODS all use the following settings, but they don't seem to have any effect whatsoever...

float DETAIL_0_LOD_0_DISTANCE = 450.0; float DETAIL_0_LOD_1_DISTANCE = 350.0; float DETAIL_0_LOD_2_DISTANCE = 250.0; float DETAIL_0_LOD_3_DISTANCE = 150.0;

LOD1 is my detail LOD, LOD2 is my less detailed LOD. I removed LOD3 temporarily because I wasn't sure if LOD1 or 2 were working.

I even tried duplicating LOD1 and using the same mesh for LOD1 and LOD2, with the lower detail one on LOD3, and I have the same issue (the high detail one doesn't show up until you're reaaalllly close).

Thoughts?




Achilles

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13th January 2003

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#27 9 years ago

try LOD0 for your full detail.




Stalkerh

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#28 9 years ago

Subspace

This is an integral part of Freespace, and I want it to be a key part of how Freespace Armada is played. Originally, I was intending to give pretty much every ship the wormhole generation weapon (like the 8472 behemoth), but I'm not a big fan of the hardcoded wormhole entry/exit physics.

So, I'm going to try something different.

Enter Subspace This will be a replaceweapon that replaces the ship in question with an animation where it enters an appropriately-sized subspace portal. The post-animation state should be a ship that appears very similar to a cloaked vessel, and is invisible to the enemy. Not sure how to trigger a replaceweapon and an effective "autocloak", so any recommendations are welcome :)

In Subspace All ships in subspace have 0 sensor range and can all move at an extremely fast rate across the map (will need to turn off collision on these ships somehow as well). The idea will be that you can move anywhere on the map, but unless you have scouted out the area you won't be able to see what you're getting into on the other side (since you can't see out of Subspace into normal space).

Exit Subspace Another replaceweapon that triggers another one-time animation of the ship exiting subspace. This will essentially be the creation of the "normal" ship.

The only downside I can see to using this method is ships that already have animations. I'm not aware of a way to trigger one animation once (subspace), then loop another animation (e.g. radar dish) after that. Unless there's a way to "chain" replaceweapons and replace one ship automatically with another ship.

I could just limit this method of travel to fighters and bombers (which don't have any animations).

Thoughts?

EDIT: Some additional thoughts/use case scenario I had on the flow between subspace and real space that would allow for animations to persist appropriately. Downside is that current ship state would not persist (name, crew status, damage status):

1.) Normal Ship 2.) On entry: Replace with untargettable station that animates subspace entry and auto-builds Subspace-version of ship 3.) Subspace Ship 4.) On exit: Replace with untargettable station that animates subspace exit and auto-builds Normal-version of ship 5.) Normal Ship

It may be an overly complex process, though... it requires that each ship (there are ~60) have 4 models: Normal, Subspace, Subspace Entry, Subspace Exit.

Is it worth it?




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#29 9 years ago

Can the ships be attacked in subspace by ships out of subspace




Stalkerh

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#30 9 years ago

No. They're invisible, undetectable, and can't take damage. I might consider some sort of detection method, though, if balancing warranted it.

Note that once ships exit subspace they'll be temporarily unable to fire all their weapons. Subspace jumps are meant as a strategic weapon, not a tactical one.