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Post Kyp's engine fixes
Just gonna make a list of the ones I do because I'm doing a lot right now.

Moved the engine position out to a better position, but i noticed that when viewed from an angle, the engine effect tends to incorrectly display on top of the ship itself.
Code:
<ship index="76">
  <default>
    <model>CleftThorn.obj</model>
    <texture>CleftThorn.jpg</texture>
    <enginemounts>
      <mount0>0.0, 5.0, -55.0</mount0>
    </enginemounts>
  </default>
  <combat/>
  <travel/>
</ship>

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Fri Mar 04, 2011 11:19 pm
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Post Re: Kyp's engine fixes
Phuka

Code:
<ship index="28">
    <default>
      <model>Phunka.obj</model>
      <texture>Phunka.jpg</texture>
      <anim>Phunka_Anim.x</anim>
      <animationspeed>30.0f</animationspeed>
      <constantanim>1</constantanim>
      <startframe>0</startframe>
      <environmentbuffers>
        <buffer>
          <index>0</index>
          <texture>egreen.jpg</texture>
        </buffer>
      </environmentbuffers>
      <enginemounts>
        <mount0>0.0, 0.0, -20.0</mount0>
      </enginemounts>
    </default>
    <combat/>
    <travel/>
  </ship>

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Fri Mar 04, 2011 11:31 pm
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Post Re: Kyp's engine fixes
Roswell
Code:
<ship index="2">
    <default>
      <model>Roswell.obj</model>
      <texture>Roswell.jpg</texture>
      <enginemounts>
        <mount0>0.0, -4.0, -31.0</mount0>
      </enginemounts>
    </default>
    <combat/>
    <travel/>
  </ship>


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Fri Mar 04, 2011 11:46 pm
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Post Re: Kyp's engine fixes
Shrimp+, for now i put the regular shrimp model and texture in. Also i reduced it to 1 engine from the 2-3 it had, because it just looked silly in my opinion. Let me know if ya'd like something else instead
Regular shrimp is index 41 if you DO like this over that and want to replace it :-D

Code:
  <ship index="215">
    <default>
      <model>Shrimp.obj</model>
      <texture>Shrimp.jpg</texture>
      <rotationoffset>0, 180, 0</rotationoffset>
      <enginemounts>
        <mount0>0.0, 2.0, -65.0</mount0>
      </enginemounts>
    </default>
    <combat>
      <anim>Shrimp_Anim.x</anim>
    </combat>
    <travel/>
  </ship>

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Sat Mar 05, 2011 12:13 am
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Post Re: Kyp's engine fixes
Spearhead+ is a rat and Spearhead is absurdly flat. Not much for me to do about either :-( Engine position is good though.

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Sat Mar 05, 2011 12:20 am
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Post Re: Kyp's engine fixes
Looks like all the wingship line and their + counterparts share the same ships entries, which makes it impossible to use the separate textures of them. :?

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Sat Mar 05, 2011 12:23 am
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Post Re: Kyp's engine fixes
Bulk Trader: a minor tweak I think significantly improves the look; moved the engines in and back a smidgen so then align with the nozzles on the ship.
Code:
  <ship index="42">
    <default>
      <model>BulkTrader.obj</model>
      <texture>BulkTrader.jpg</texture>
      <anim>BulkTrader.b3d</anim>
      <constantanim>1</constantanim>
      <animationspeed>1.0f</animationspeed>
      <enginemounts>
        <mount0>15.0, 0.0, -50.0</mount0>
        <mount1>-15.0, 0.0, -50.0</mount1>
      </enginemounts>
    </default>
    <combat/>
    <travel/>
  </ship>

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Sat Mar 05, 2011 12:28 am
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Post Re: Kyp's engine fixes
Massif 1: the model originally isn't centered, but when you use the centeroffset tag it makes turning move the camera a smidgen... mildly annoying. Hard to choose which is more annoying... but here it is, centered and with engines aligned.

Code:
  <ship index="123">
    <default>
      <model>Massif01.obj</model>
      <texture>Massif01.jpg</texture>
      <anim>Massif01_Anim.x</anim>
      <animationspeed>30.0f</animationspeed>
      <constantanim>1</constantanim>
      <startframe>0</startframe>
      <enginemounts>
        <mount0>30.0, 0.0, -145.0</mount0>
        <mount1>-30.0, 0.0, -145.0</mount1>
      </enginemounts>
      <centeroffset>0, 0, 30</centeroffset>
    </default>
    <combat/>
    <travel/>
  </ship>

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Sat Mar 05, 2011 12:41 am
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Post Re: Kyp's engine fixes
Massif 2: same qualms as M1... But still centered it and fixed the engines. Oh and I added a second engine to go with the second engine nozzle.

Code:
  <ship index="9">
    <default>
      <model>Massif02.obj</model>
      <texture>Massif02.jpg</texture>
      <anim>Massif02_Anim.x</anim>
      <animationspeed>30.0f</animationspeed>
      <constantanim>1</constantanim>
      <startframe>0</startframe>
      <enginemounts>
        <mount0>-30.0, 0.0, -200.0</mount0>
        <mount1>30.0, 0.0, -200.0</mount1>
      </enginemounts>
      <centeroffset>0,0,30</centeroffset>
    </default>
    <combat/>
    <travel/>
  </ship>


edit: i see warp drive did M2 as well... but looks like he didn't adjust the center.

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Last edited by Zekk on Sat Mar 05, 2011 1:07 am, edited 1 time in total.

Sat Mar 05, 2011 12:52 am
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Post Re: Kyp's engine fixes
Thanks.

In future, we should probably do one thread per ship, even though that may seem a little Spammy. That way other people who are working on this can look and see if a ship has already been worked on and more easily discuss ships if we want to debate how an individual ship should look.

About the Shrimp, I put the two engines on it and think it looks pretty uber, myself. =) What do other people think of the current Shrimp engine placement?

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Sat Mar 05, 2011 12:57 am
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Post Re: Kyp's engine fixes
JeffL wrote:
Thanks.

In future, we should probably do one thread per ship, even though that may seem a little Spammy. That way other people who are working on this can look and see if a ship has already been worked on and more easily discuss ships if we want to debate how an individual ship should look.

Sir, yes sir.

JeffL wrote:
About the Shrimp, I put the two engines on it and think it looks pretty uber, myself. =) What do other people think of the current Shrimp engine placement?

The way it was before i touched it had the 2 engines coming out the middle of the back, which looked awful in my opinion. if you want two they should move to the wings perhaps? I'll play with it some more.

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Sat Mar 05, 2011 1:03 am
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Post Re: Kyp's engine fixes
Ok i took a second look and i know what you're going for with two engines there and its not as bad as i thought (or coalfurnaces made it look), but i personally prefer one engine on the end.

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Sat Mar 05, 2011 1:08 am
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Post Re: Kyp's engine fixes
About all the different wingships, since we don't have different C1 images for them, it's hard to give them different indexes now without having to fork the data files, which is a pain we want to try to avoid. So maybe for now, the wingships will have to look the same. But once we finally ditch C1, we can assign all new indexes.

Note that ships like Faranji Wingship that are different C1 graphics have different indexes here and can have their own graphics.

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Sat Mar 05, 2011 1:09 am
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Post Re: Kyp's engine fixes
Ah ok, I wasn't sure if there was a reason for it or if it just hadn't been addressed. I did notice there were new textures for the + line in the C2 files

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Sat Mar 05, 2011 1:10 am
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