* FAQ    * Search  * Register * Login 
Active topics
Unanswered topics

All times are UTC-06:00



Post new topic  Reply to topic  [ 14 posts ] 
Author Message
 Post subject: Custom Ships in D2X-XL
PostPosted: Wed Feb 27, 2008 10:34 am 
Offline
DBB Ace
DBB Ace

Joined: Sat Feb 23, 2008 4:16 pm
Posts: 124
I was wondering if there was some way to use custom ships in D2X-XL. I like the main one that is there currently, as it outweighs the original 1996 Pyro by uncountable numbers, but i think it would be cool to customize what ship I use. Even possibly use a hand made one. I know the markers would have to be matched and it would take a lot of work, but it would be cool nonetheless.


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:35 am 
Offline
D2X Master
D2X Master
User avatar

Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
Read my worklog! ;)


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:39 am 
Offline
DBB Ace
DBB Ace

Joined: Sat Feb 23, 2008 4:16 pm
Posts: 124
=Quoted from Diedel's Worklog=

put 2 face, 4 vertex submodels with the following names at the desired positions in the model:

$gunpnt-0, $gunpnt-1: Inner wing mounted gun muzzles (dual laser)
$gunpnt-2, $gunpnt-3: Outer wing mounted gun muzzles (quad laser)
$gunpnt-4, $gunpnt-5: Winglet missile mounts
$gunpnt-6: Fuselage mounted gun muzzles (e.g. Gauss, Helix, Omega)
$gunpnt-7: Fuselage missile mount (e.g. Mega)
thrusterL, thrusterR: Engine thrusters

Another extension allows the addition of custom missile models.

$bomb-X: Custom model for fuselage mounted missile X
X = 0: Smart, 1: Mega, 2: Earth Shaker missile
$missileX-Y: Custom model for winglet mounted missile type X at position Y
X = 0: Concussion, 1: Homing, 2: Flash, 3: Guided, 4: Mercury
Y = 0: Upper left, 1: upper right, 2: lower left, 3: lower right winglet position

The third extension allows the addition of custom gun models and rotating barrels.

$gunX-Y: Gun X at position Y
$barrelX-Y: Gun barrel X at position Y
X = 0: Laser, 1: Vulcan, 2: Spreadfire, 3: Plasma, 4: Fusion
X = 5: Superlaser, 6: Gauss, 7: Helix, 8: Phoenix, 9: Omega
Y = 1,2: inner left right position or Fusion center position
Y = 3,4: outer left right position

Ok, i see. (put here for anyone who reads and wants to know)

My only question is: How do you specify the front/back sides of the model? I mean, the modeling program doesn't know front from back without putting a marker to tell it so.


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:42 am 
Offline
D2X Master
D2X Master
User avatar

Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
Use the face normals. D2X-XL can also determine it using the model's orientation matrix.


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:43 am 
Offline
DBB Ace
DBB Ace
User avatar

Joined: Wed Sep 05, 2007 6:03 am
Posts: 151
Website: http://3d-get.de/metalbeast
Location: http://3d-get.de/metalbeast
Hehe, we are already working on it ;)
Making pyro RELOADED was even the first step for making the engine ready for custom ships.

All this great stuff, Diedel has coded into the engine:

- gunpoints (define where lasers and other weapons are comming out)
- switchable missiles, bombs and weapons
- variable truster-points
- rotating barells (variable !) for MG type weapons, incl. falling bullet-casings
- free setable wingtips if you dont want use standard-laser.


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:45 am 
Offline
D2X Master
D2X Master
User avatar

Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
Oh yeah, the worklog doesn't yet mention the $bullets submodel (2 faces, 4 vertices like the gunpoints, normal must point towards the ejection direction of bullet casings). Put it slightly inside the model of a gun ejecting bullet cases.


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:46 am 
Offline
DBB Ace
DBB Ace

Joined: Sat Feb 23, 2008 4:16 pm
Posts: 124
Being a rookie, i don't know too much about all of the terms used involved in modeling. What do you mean by face normals?


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:46 am 
Offline
D2X Master
D2X Master
User avatar

Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
A face normal is a line perpendicular to a face (polygon).


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 10:50 am 
Offline
DBB Ace
DBB Ace

Joined: Sat Feb 23, 2008 4:16 pm
Posts: 124
I will have to mess around and see what i can do b4 i ask any more questions.

last thing: this probably should be posted somewhere else, bu i don't remember what key combination it is that will allow you to go out of your ship into a camera view so you can see your ship. I should probably look at your site, but asking you is easier. :twisted:

Also, will it allow for models w/out textures to be used?


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 1:06 pm 
Offline
D2X Master
D2X Master
User avatar

Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
d2x.ini: -enable_freecam 1

In game: Strg+Alt+S


Top
   
 Post subject: Re:
PostPosted: Wed Feb 27, 2008 1:11 pm 
Offline
DBB Ace
DBB Ace

Joined: Sat Feb 23, 2008 4:16 pm
Posts: 124
Diedel wrote:
d2x.ini: -enable_freecam 1

In game: Strg+Alt+S


i apologize for my poor understanding of things, but Strg...? i am not sure what that stands for (what key it is).


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 1:20 pm 
Offline
DBB Ace
DBB Ace
User avatar

Joined: Wed Sep 05, 2007 6:03 am
Posts: 151
Website: http://3d-get.de/metalbeast
Location: http://3d-get.de/metalbeast
STRG german for CTRL


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 1:22 pm 
Offline
D2X Master
D2X Master
User avatar

Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
Oops.

Ctrl+Alt+S


Top
   
 Post subject:
PostPosted: Wed Feb 27, 2008 1:27 pm 
Offline
DBB Ace
DBB Ace

Joined: Sat Feb 23, 2008 4:16 pm
Posts: 124
alright, thx!


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 14 posts ] 

All times are UTC-06:00


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron



Descent'rs have piloted these pages
 
The layout and contents contained within this site are © DescentBB.net 1997-2006.
Descent, Descent II are © Parallax Software Corporation.
Descent III is Outrage Entertainment.
Descent is a Trademark of Interplay Productions.

Miner Wars™ is trademark of Keen Software House s. r. o.
.


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group