Gun mount positioning

robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: Gun mount positioning

Post by robn »

Ok, this is all implemented and submitted in PR#2422.
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Gun mount positioning

Post by bszlrd »

Great! I'll start to update all existing ships, and while I'm at it, I'll do some cleanup (DSMiner and Lunar shuttle needs it hard) and texture update (at least an AO pass for each ship) if needed. I leave the Deneb and Venturestar in Zordey's hand :)
Zordey
Posts: 82
Joined: Mon Jul 01, 2013 2:56 pm

Re: Gun mount positioning

Post by Zordey »

Does this need done reasonably quick?

The reason I am asking is that I plan to update the Venturestar with your modified mesh that I am using for the military version (which i have decided to call 'AC33'), and I will probably do a retexture on the Deneb as well including an AO layer (if i can remember how to do that)
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Gun mount positioning

Post by bszlrd »

No, it's not pressing. If there aren't any tags, it falls back to the values found in the shipdef.lua.
For AO baking: If the UV is good (no overlaps), then you just create a texture file for the bake. Then you just need to turn on AO and head to the render tab, the Bake options are at the bottom. Make sure that the new texture displays in the UV/Image editor, when you are in edit mode and all the vertices are selected, so you don't bake over any existing texture.
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Gun mount positioning

Post by bszlrd »

Just to make sure nobody starts updating the DSMiner. I've started to clean it up and add the camera and weapon tags. :)
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: Gun mount positioning

Post by robn »

This has been merged and will be in the next build (in an hour or two). Tag point documentation is at: http://pioneerwiki.com/wiki/Model_system#Tag_points . And there's now deprecation warnings for the ships. Get your updates in! ;)
Zordey
Posts: 82
Joined: Mon Jul 01, 2013 2:56 pm

Re: Gun mount positioning

Post by Zordey »

@robn, quick clarification.

Are the dual fire lasers getting removed? I was going to offset the gun mount position to one side (just for some variety) but that will look a bit stupid with dual fire lasers.
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: Gun mount positioning

Post by robn »

Yes. Not immediately - I don't want to break savefiles (though I could probably disable them). But definitely with the Lua-based equipment branch, which I really hope to have merged before the end of the year. Long term, definitely.

There will also be support at some point for guns that aren't centred to get appropriate aiming and crosshair positioning. Variety is good :)
Zordey
Posts: 82
Joined: Mon Jul 01, 2013 2:56 pm

Re: Gun mount positioning

Post by Zordey »

I'll maybe just keep it centered for now and wait for the lua based equipment. I would like the guns on both the Deneb and Venturestar offset to one side of the fuselage.

I will be doing a rework of both models / textures anyway to update them a bit and add some more detail.
Zordey
Posts: 82
Joined: Mon Jul 01, 2013 2:56 pm

Re: Gun mount positioning

Post by Zordey »

@robn:

not sure if im being silly again or if I have found a bug with the camera positions.

I have defined front, back, left, right and the default "camera" tags (I didn't bother with top and bottom since I just want them at the "camera" point)

The defined tags work fine but up and down are wonky.

Front
Image

Top
Image

Bottom
Image

PS. only defining the "camera" point by itself works fine.
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