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Kyp's engine fixes
http://forum.starsonata.com/viewtopic.php?f=94&t=43802
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Author:  Zekk [ Fri Mar 04, 2011 11:19 pm ]
Post subject:  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>

Author:  Zekk [ Fri Mar 04, 2011 11:31 pm ]
Post subject:  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>

Author:  Zekk [ Fri Mar 04, 2011 11:46 pm ]
Post subject:  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>


Author:  Zekk [ Sat Mar 05, 2011 12:13 am ]
Post subject:  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>

Author:  Zekk [ Sat Mar 05, 2011 12:20 am ]
Post subject:  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.

Author:  Zekk [ Sat Mar 05, 2011 12:23 am ]
Post subject:  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. :?

Author:  Zekk [ Sat Mar 05, 2011 12:28 am ]
Post subject:  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>

Author:  Zekk [ Sat Mar 05, 2011 12:41 am ]
Post subject:  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>

Author:  Zekk [ Sat Mar 05, 2011 12:52 am ]
Post subject:  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.

Author:  JeffL [ Sat Mar 05, 2011 12:57 am ]
Post subject:  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?

Author:  Zekk [ Sat Mar 05, 2011 1:03 am ]
Post subject:  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.

Author:  Zekk [ Sat Mar 05, 2011 1:08 am ]
Post subject:  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.

Author:  JeffL [ Sat Mar 05, 2011 1:09 am ]
Post subject:  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.

Author:  Zekk [ Sat Mar 05, 2011 1:10 am ]
Post subject:  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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