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CanadianBorg

Resistance is futile, eh?

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30th July 2008

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#11 11 years ago

Well, what are the models you want to do this to? As for the lighting thing, it's an interesting idea. While switching off running lights would be impossible (While it is possible that you can attach them to one of the damage subparent nodes to make them appear when that system is damaged, the other way around is impossible), it's entirely possible to have a mesh section with all the texture lights, bussard collectors, etc. switched off when the crew/engines/whatever is disabled. Like I said, what models do you want to do this to (I'm assuming stock models, of course). It's fairly easy to do, especially since I recently wrote a tutorial on the subject. (Lightmapped 3D Borg Texture Tutorial, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Tutorials) While it deals specifically with Borg textures, the same theory applies to 3D damage textures of any sort.




CanadianBorg

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30th July 2008

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#12 11 years ago

UPDATE: Here's an example of what you could do. While this one is of rather poor quality, as it was somewhat rushed and used the stock textures, it's the theory that counts. This is simply the stock Sov with the nacelles duplicated, rescaled slightly larger (to cover the originals, otherwise we would have a z-conflict, which is when two identical objects occupy the same space and compete for your view.) Again, I apologize for the crudity, but, like I said, the theory is good. Also, I didn't do the impulse engines, because that would have been very difficult.

Spoiler: Show
All I had to do was duplicate the engines (individually, of course, otherwise I would have run into problems rescaling them) and resale them to 1.02 times their original size (small enough not to be noticeable, but large enough to avoid z-conflict), copy the texture, make the bussard collectors and glowing bits darker and disable the alpha texture (otherwise the dark areas would be glowing), and, finally apply the texture and export. The good thing is that a duplicate maintains the same texture co-ordinates as the original (say that I duplicated an engine. If I were to apply a slightly darker texture to it, it would be in exactly the same position as the original. This only works, however, if you are modifying the texture that was there originally. Save it under a different name and apply it to your damage section), making things much easier if you have not textured before. Now I regrouped the engines. While this step isn't necessary, it makes things easier. DO NOT regroup sections that are for two different systems. For example, do not regroup the crew damage mesh with the engine damage mesh, otherwise you'll never achieve the effect you want. Finally, go to your node hierarchy. Find the damage sub-parent node you want, and select it in the menu. For example, for the engines you want "h_engines". It will be attached to the "h_damage" parent node. Create a mesh node for your damage section. For our purposes, let's call it "m_engdam" (which means the engine damage group is called "engdam"). Create this node and rename it to whatever your engine damage mesh group is called, making sure that it is attached to the "h_engines" sub-parent. This one will generally have a couple other nodes attached to it, so no further action is necessary beyond exporting and testing. If your damage sub-parent (let's say it's "h_target", which controls weapons) has no other nodes attached to it, then simply attach another node to it, after you have created your mesh node. Call this one "h_null01", "h_null02", or whatever, based on a simple numerical progression.

Also, for the purposes of this screen, I removed all emitters/damage sprites, to provide a clean shot of the engine damage mesh. Normally you would leave these in. This is simply because when you tell Storm3D to display what will pop up when systems are damaged, it assumes you mean that ALL systems are disabled and shows everything. I have also disabled the alpha textures, simply because the Sov, at least in stock, is one big alpha, from bow to stern.

If you have any questions, please post them below.




stanny

I like cheese

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8th May 2004

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#13 11 years ago

You could also use the Patch Project to achieve something similar, though you'd need two models of the ship which call separate textures. Beam aboard the ship, activate a special weapon that turns the ship on and use the saucer separation weapon to turn it into the 'on' ship. Problem is finding two similar models. I might actually give this a go so I'll let you know if I come up with anything.




CanadianBorg

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#14 11 years ago

I find my method to be simpler, and you don't need 1.2.5.




Freyr Advanced Member

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6th February 2005

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#15 11 years ago

I like the idea and Canadian Borgs method quite a lot.

However, i'm thinking that to implement it on a large scale mod (like, the upgrade project for instance) would be so much work that nobody would ever do it. Does anybody have any ideas that would be easier to implement on a larger scale?




StarBlade

www.starbase34.net

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7th January 2006

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#16 11 years ago
Freyr;4750789to implement it on a large scale mod (like, the upgrade project for instance) would be so much work that nobody would ever do it

And even if they did, like the upgrade project (to borrow your example), do this for all the stock ships.... that's still just the stock ships. Besides which, when I want to see if a ship has a crew, I don't rely on my view of the ship. I click on it and see the number in the display. It's a nice idea for cosmetic purposes, maybe for PotD entries (such and such a ship in spacedock etc), and that'd be about it.

:cool:




CanadianBorg

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#17 11 years ago

That's the only way to do it, unfortunately. It's fairly simple to do, in actual fact. My explanation was just overly complicated (typical of me ;)). I could do it if you wanted. Just send me the models (or are you using the stock, in which case I would need any modified textures you are using).




Guest

I didn't make it!

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#18 11 years ago

Hey, fellas? I kinda like this idea. Shows someone is really thinking about the game in a different manner. It may be difficult to implement and it may not be something everyone wants or likes. However, it does seem to be a doable project. Unconventional thinking about the game is pretty much where everything we have right now came from in the first place, is it not?




CanadianBorg

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#19 11 years ago

thunderfoot006;4751031It may be difficult to implement[/quote]

Not especially. It took me about 10 minutes to do the Sov nacelles up like that.

[quote=thunderfoot006;4751031]Unconventional thinking about the game is pretty much where everything we have right now came from in the first place, is it not?

Amen to that, brother.




Achilles

I stole fire from the lighter!

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13th January 2003

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#20 11 years ago

The Future Tense team is using it.