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Posted: Sat Mar 03, 2007 4:44 pm
by JensAyton
Another solution which should allow ships in a given system to produce different numbers of pods is:

Code: Select all

      <key>death_actions</key> 
      <array>    
         <dict> 
            <key>conditions</key> 
            <array> 
               <string>d100_number greaterthan 30</string> 
            </array> 
            <key>do</key> 
            <array> 
               <string>spawn: escape-capsule 3</string> 
            </array>  
         </dict> 
         <dict> 
            <key>conditions</key> 
            <array> 
               <string>d100_number greaterthan 50</string> 
            </array> 
            <key>do</key> 
            <array> 
               <string>spawn: escape-capsule 3</string> 
            </array>  
         </dict> 
         <dict> 
            <key>conditions</key> 
            <array> 
               <string>d100_number greaterthan 90</string> 
            </array> 
            <key>do</key> 
            <array> 
               <string>spawn: escape-capsule 3</string> 
            </array>  
         </dict> 
      </array>

Posted: Tue Mar 06, 2007 4:21 am
by Commander McLane
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:

Code: Select all

<key>death_actions</key>
	<array>
		<string>set: local_escapePod_number [d100_number]</string>
		<dict>
			<key>conditions</key>
			<array>
				<string>"local_escapePod_number greaterthan 30"</string>
			</array>
			<key>do</key>
			<array>
				<string>spawn: escape-capsule 3</string>
			</array>
		</dict>
		<dict>
			<key>conditions</key>
			<array>
				<string>"local_escapePod_number greaterthan 40"</string>
			</array>
			<key>do</key>
			<array>
				<string>spawn: escape-capsule 1</string>
			</array>
		</dict>

(repeat for >50, >60, >70, >80, >90)

		<string>reset: local_escapePod_number</string>
	</array>

Posted: Tue Mar 06, 2007 3:54 pm
by Selezen
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:

Image

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...

Posted: Tue Mar 06, 2007 4:43 pm
by ramon
Oh very nice. Welcome to the dream team I'd say.

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.

Posted: Tue Mar 06, 2007 4:46 pm
by Uncle Reno
I agree with Ramon, it does look very nice. 8)

Posted: Tue Mar 06, 2007 4:53 pm
by Wolfwood
Looks good to me! :)

Posted: Tue Mar 06, 2007 4:59 pm
by Captain Hesperus
Ooh, ooh! Do the Python next!

Okay, yeah. I'm a Python groupie.

Captain Hesperus

Posted: Tue Mar 06, 2007 5:18 pm
by Selezen
ramon wrote:
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.

Posted: Tue Mar 06, 2007 5:27 pm
by Cmdr. Maegil
ramon wrote:
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...

Posted: Tue Mar 06, 2007 7:13 pm
by ramon
Selezen wrote:
It's recessed and has a pseudo 3D texture (which doesn't show up well on the sample).
Recessed is good enough, that's all I really meant, it just didn't look like that from the image so, my bad :oops:

Posted: Tue Mar 06, 2007 10:08 pm
by TGHC
I hereby award Selezen with a Gold Star that he can attach to the Krait, in recognition of Texturing that is above and beyond the norm.

Absobloodylutely stunning, well done matey. Who needs itinerent CG artists when we have our own resident wizards.

Everyday in everyway, Oolite is gradually morphing into EliteIV.

Posted: Tue Mar 06, 2007 10:11 pm
by Cmdr. Maegil
TGHC wrote:
Everyday in everyway, Oolite is gradually morphing into EliteIV.
SSSssshhhhhhht! Don't say that aloud or DB may sue...

Posted: Wed Mar 07, 2007 12:26 pm
by ramon
Does anybody know the width x hight x depth measurements of a Cargo Pod?

Posted: Wed Mar 07, 2007 1:15 pm
by Selezen
Captain Hesperus wrote:
Ooh, ooh! Do the Python next!
Hmm...I was going to do the Adder next. Mind you, the Python could be fun. Or maybe I should do the Imperial Courier. And the TOGY... ;)

Thanks for the comments, guys.

Posted: Wed Mar 07, 2007 5:41 pm
by jonnycuba
Very nice Mr Selezen!