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Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 2:20 pm
by Commander McLane
DaddyHoggy wrote:
Surely in space there is no down, only attraction to a more massive body...
Not in our own, phlogiston-filled, non-newtonian space. :mrgreen:

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 2:22 pm
by DaddyHoggy
Commander McLane wrote:
DaddyHoggy wrote:
Surely in space there is no down, only attraction to a more massive body...
Not in our own, phlogiston-filled, non-newtonian space. :mrgreen:
Ah, an Ooniverse specific "down" - got ya!

The missiles could hang down on a support strut to hold them straight and level when mounted in flight, which is retracted post missile launch (i.e. it disappears)

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 2:48 pm
by Commander McLane
DaddyHoggy wrote:
The missiles could hang down on a support strut to hold them straight and level when mounted in flight, which is retracted post missile launch (i.e. it disappears)
Now you're talking! :D Seems like a pretty good idea to me.

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 2:50 pm
by DaddyHoggy
Commander McLane wrote:
DaddyHoggy wrote:
The missiles could hang down on a support strut to hold them straight and level when mounted in flight, which is retracted post missile launch (i.e. it disappears)
Now you're talking! :D Seems like a pretty good idea to me.
I thought I better get one in early on my return, then I can revert to my normal noise generation approach to postings! :wink:

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 3:24 pm
by TGHC
I'm pretty good at stating the bleedin obvious, but just a thought, when one of these missiles is fired it will need to be removed from the image, and then reappear after it has been repurchased.

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 3:57 pm
by DaddyHoggy
I think Griff is talking about using the new functionality in 1.75 that allows entities to be dynamically added and subtracted (I haven't gone back to reread the whole thread) - so that if the Cobby3 has four missiles you'll actually see four missiles hanging down underneath the ship as it flies around...

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 3:59 pm
by Commander McLane
TGHC wrote:
I'm pretty good at stating the bleedin obvious
Indeed, at least in this case. :mrgreen:

Yes, this whole discussion only exists because there is the new possibility to add (or remove) a subentity on the fly. That's the whole point of attaching actual missile models to a ship. :wink:

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 9:49 pm
by TGHC
Ah Ha. Ok I didn't know that. Hats off to the developers again!

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 10:08 pm
by Thargoid
Although that's only really relevant for the player ship (there are ways around it for NPCs), and having external missiles firing off from a player ship is arguably somewhat pointless.

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 11:06 pm
by Sarin
Would make for some awesome screenies tho....

Re: Griff's normalmapped ship remakes

Posted: Sat Mar 05, 2011 11:21 pm
by Commander McLane
Sarin wrote:
Would make for some awesome screenies tho....
I think that is basically what this is all about.

Re: Griff's normalmapped ship remakes

Posted: Sun Mar 06, 2011 7:57 am
by DGill
Perhaps if not ejected prior to entering a planets atmosphere the external missiles could explode! aka fireworks.oxp :wink:

Re: Griff's normalmapped ship remakes

Posted: Sun Mar 06, 2011 8:22 am
by Killer Wolf
when i read this thread i was planning to make a new Vampire w/ missiles on the wingtips a la F16s etc
http://www.bbc.co.uk/hampshire/content/ ... 70x300.jpg
would that work better for the Cobra?
alternatively you could use the paired struts on the top there as missile holders, then on a player ship you'd get a lush visual of teh missile streakign off past your cockpit.

lovely missile by the way :-)

Re: Griff's normalmapped ship remakes

Posted: Sun Mar 06, 2011 8:38 am
by Thargoid
Using this technique on the player ship is somewhat more complicated than on a generic NPC. Specifically:

  • Ensuring that you don't make the overall model size too big to fit into a dock. For an NPC you can get away with it, but a no-no for a player ship.
  • If a player ship docks with "missing" sub-entities (even if they are purposely removed), they will be offered a "maintenance overhaul" on the equipment screen which will restore them (at a large cost). This is of course undesirable for this application.
  • Depending on where they are put, the underslung missiles could get in the way of the position of fuel scoops and perhaps other things (cargo dumping position, aft eject position etc) either physically or conceptually.
The middle one can be worked around via script (the Vortex already does it for it's switchable turrets), but it's more work. Currently the scripting I gave to Griff is for NPCs only, although it is expandable to a player ship as well. But as I said before, the return on investment for a player ship is minimal. It looks good to see NPCs firing missiles like this, but except for a specifically designed ship like KW's suggestion where the launch positions are very different from normal and will be in the visibility range of the player's view then it makes little sense to do it at all.[/color]

Re: Griff's normalmapped ship remakes

Posted: Sun Mar 06, 2011 10:42 am
by DaddyHoggy
Since when has "it makes little sense" - stopped any one on this forum producing an OXP.... :wink: