I thought this would be of interest to modders considering making an animated ship model (like me with the Babylon5 mod) with moving parts or sections.
Since I use 3DSmax and cannot export a mesh to the TXT format I have played about with existing models in the game. In this example I have :
- based the experiment on the Pirate Cutthroat, which in my case replaces the TEC Cobalt Frigate.
- replace the 2D flag, with the 3D Pirate Skull mesh (seen on the Pirate base)
- removed unneccassary particle effects
- adjusted the rotational speed on the skull mesh
- used a transform matrix to move the axis of rotation in line with the ship's z axis
- moved the skull to the center of the ship mesh
http://rapidshare.com/files/102030373/animated_ship_mesh.wmv.html
I think you will agree there is great potential in this method when you consider the mesh that makes up the skull could easily be a secondary part of the ship model.
Okay this is a major necro here, but since we all want turrets if possible, I'm kinda putting this out here so DANMAN actually has to say something. Even if its just "^%&^%&^^% HARDCODES!!!!!"
A rotating satelite dish on top would be more doable though, as the turrets would have to actively point at their targets (in my experiments, the mesh-overlay drained too much processor power to be worth it on my turtle system, it's not that it took up rendering time, but it took up extra buff time, so it should be saved for the major effects)...
For now, I advise people to just design around it. Avoid straight-out turrets, instead use things such as missile pods, coaxial guns (they run the length of the ship or are bolted into place by design) together with offensive abilities which you can constrain to fire only when the ship is facing the target, or weirdo alien spit-pods and turrets with no obvious barrels. It's not a perfect solution, but it helps with the overall believability of combat.
Hmmmm. ManSh00ter, any chance of a progress update on the Xin?
Sure, sure, I am working on the next batch of units and structures right now. I am working on painting textures for the new Planetary Gateway, have already finished the new and improved Anti-Fighter Drone (the old one will be relocated to the exalted position of a Construction Drone) and have the concept for the Attack Cruiser Mk II... should be up next week at the latest. And there will be plenty of weirdo alien spit pods to gawk at!
Yaaaaayyyy!!!
Weirdo alien spit pods for everyone!
Do we know yet if animated turrets are going to appear in any of the planned expansions?
No word on that as far as I know. But since it would require an overhaul of pretty much every ship in the game, I assume not. Can't be sure though.
Interestingly enough, vector calculations are already in. All you would need to do is make a constant particle emitter which would contain the turret mesh and use the vectors used for projectile particles to simply point at the target by aligning its central axis along the vector, simmilar to how you can align particles to face along the vector.
Sadly, we don't have such a particle emitter.
so, basically, it is currently impossible for Sins to have working animated turrets?
Wow....that kinda sucks . Bah, oh well. It will eventually be possible.....eventually.
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