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.
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.
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.
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.
I find my method to be simpler, and you don't need 1.2.5.
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?
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.
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).
I didn't make it!
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?
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.
The Future Tense team is using it.