I am generally a little reluctant to use pseudoFixedD100_number. That is mainly, because you never know which other scripts use them at the same time. If a couple of scripts use a pseudoFixedD100_number in the same system they all would finally work with one single number only. Perhaps that wouldn't even be bad, but it just doesn't seem to be a clean solution, from a programmer's point of view.
Fortunately pseudoFixedD100_numbers don't need to be used. You can easily replace them. All you need to do is to store the initial d100_number in a variable. That's a good time to use a local_ variable. (I have used this method in Anarchies.oxp to display different mission screens, depending on whose MultiPassed ID you just bought.)
It's only a small modification to LittleBear's script:
Hey dudes - since learning about this I've been beavering away on a bit of an idea for a slightly more details Krait, and this is the result:
I've been experimenting with some texturing ideas based on the look of some of the works around the net (and here) and this is the result. It's my first attempt at trying to model scratches and exposed bare metal.
If it passes muster as a 'dream team' candidate then I'll try and finish it up and package it...
Last edited by Selezen on Thu Jun 09, 2011 10:07 am, edited 4 times in total.
One little thing I'd personally like to see is some work done on the cockpit area, I'm not a fan of the flat textured cockpit.
Talking of textures though, I really like what you've done. Not over the top in any way.
I've actually bought a texture pack (only £29) because I think texturing is a lot harder than modelling and, well, I want them to look as good as Griff's.
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
One little thing I'd personally like to see is some work done on the cockpit area, I'm not a fan of the flat textured cockpit.
Cockpits are a bugger to do well. It's about as 3D as I can make it without some serious remodelling. It's recessed and has a pseudo 3D texture (which doesn't show up well on the sample).
Thanks for the feedback though. I might tweak the cockpit look a little before final release.
I had to do a bit of tweaking - my face count came in at 540, just above the 512 limit, so I've had to remove a bit of the engine detail. Doesn't detract from it any though.
Now I just need to find a computer to run Oolite on to test and place the laser and exhausts.
One little thing I'd personally like to see is some work done on the cockpit area, I'm not a fan of the flat textured cockpit.
That's because the cockpit window blast shield is down...
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
Everyday in everyway, Oolite is gradually morphing into EliteIV.
SSSssshhhhhhht! Don't say that aloud or DB may sue...
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.