Polemic question (!!!!!!!!!): If it is possible to use an animated model in the bridge.....Is it possible to use an animated model of a ship (writing the correct script, of course)? That would be very nice to improve the MVAM or even creating something like the Armoured Voyager
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31st December 2003
or rotating starbases/worlds or ehmm, propellor planes :D
now you mention it, ... the planets DO rotate. Slowly, of course, but they DO!!! I don't know if there is animated .nif to make that or it is a script Tnx for making me remember!!
The real problem is animated hardpoints and vox files (that contain the internal damage) that keep up with animation. But yes, there are animated models in bc, contrary to popular belief, just not that easy to get models that are both animated and hardpointed and that have internal damage... and if you can't blow it up, it isn't very popular (Saffi (an animated model) for instance)
What about using an animated model to make a transition between the standard and the armored voyager (like the transition of the car "Viper", do you remember?) and then transfering the damage as used in the actual MVAM? Or opening the X-Wing's wings before battle? This way we would be using animations and static hardpoints
its possible but some lcars are completely different compared to a big ship. I just dont think the engine of the game supports this massive stuff.
Contact BCS. I heard something somewhere that they're desiging a new game engine to keep up with KM and BCS:TB. Daedalus
The planets are rotated with a script.
It is possible to make animated ship models too. It would just require the foundation and stock scripts to be ripped to shreds to make it compatible with the normal game. But "one off" ships are very possible. You would also have to animate your ship with a character skelleton, which could be interesting!
Any ideas on how to open _vox files or animated .nif's? My milkshape crashes with them