i think brad made it pretty clear they were aiming for a november beta mystic, especially since the game was originally intended for an october release. That was a big part of the whole "expand the expansion or not" compromise.
LogicSequence
november's good early? middle? late? Am i correct in my assumption we're not going to see something pop up Nov 1? But more like mid - late Nov?
any forthcoming announcements as to the when the start of the beta testing begins?
okie dokie, will do, thanx.
OK, answered this one before. Go to microsoft's website and download the latest Microsoft DirectX SDK (Software Development Kit). It comes with a .X model viewer, where you can look at, rotate, an zoom in and out on the .x models. HOWEVER, you can NOT edit them with it. EDIT: here i'll make it real easy, here's the link: Aug. 2006 Microsoft DirectX SDK . Note h
err, re-bump
bump again.. again.
ok, what is the IRC channel??
OK, wierd one here. I've successfully made all sorts of new weapons and weapons animations be4. But never gun weapons, always beam or missile. When i try to make a gun weapon animation, it always comes out with 0 height, meaning it's squashed into 2 dimensions. The model is 3D, just like a missle model would be. The directx .x conversion is fine, still looks fine in the DX viewer. Except in the game, squashed into 2D. it's very frustrating... Any ideas?
i mean actual models of the ships in BSG, not ones made from GC2 parts. Is that what you are saying?
yea i figured that would be the only way. little more complicated than my little add dummy01 script, but i suppose it's the only way. I thought maybe all the items would scale up if the base hull was scaled.
gotcha gotcha. i was able to do what we're talking about and it worked just fine. tho the config file had something like 800 lines i had to prepend, so thank god i wrote a simple c++ proggie to do that for me. Now i only have one more issue, and i'm pretty sure i know your answer already. Is there any way to scale all the objects in the shipconfig file equally at the same time? By adjusting the size of the dummy main hull? Or any way at all besides changing all the scale values man
err, in addition to the above is there some kind of trigger for that FX? Can i put a 'null' ('dummy' for MAX users) in the scene with a certain name that will generate the smoke particle FX, etc... etc... Because i'm assuming the game engine isn't going to recognize things correctly if i just stick a particle emitter in the animation scene.
ok, now the tough part is that there's already a dummy01 object in the file. In that case it it just as simple as adding 1 to all the dummy objects already in the file? I.E. replace the items you said, and change the origional dummy01 to dummy02, and the origional dummy02 to dummy03, etc...? OR is that not even neccessary b/c the dummy number only refers to what hardpoint on that object the item is being attached to?
right, i know it has to be done in the animation, that's what i'm asking, is it possible to do that in the animation without actually making a smoke textured object and placing it in the right positions in the animation. Or can it be done another (simpler) way. Who worked in the modeling dept on the weapons animations? or is that info not publically available?
err, to avoid confusion, substitute the word "line" with "trail" in the above post.
i know the smoke particle FX is used for ship damage, but is there any way to draw a smoke FX line behind a weapons bolt that anyone knows of? Or am i going to have to do it with models piecemeal?
ahhh ok, well that's good to know. here's a good one tho, is there anyway to take a shipconfig file of a shipm with a standard base hull of some sort, and alter it in a text editor, and somehow replace the base hull with a blank hull from your hull mod, and make the hull that was being used a dummy object that can be scaled?
kryo, and republic of cats, you can download the microsoft DirectX SDK from microsoft's website and install it. It comes with a dirextX .x file viewer. it will open any .x file in a model viewing window. I find it very useful when modding the game b/c i can check that everything looks right after i've converted to .x format. to the creator of the deadalus model, i don't suppose you could tell me what high detail version you based your model on? i'd love to know.
i don't suppose attaching a tag to the XML file for the hull would make any difference?
Is there any way to scale the size of the base hull of a ship? I have a ship setup i downloaded, but i want to make it twice as large. So i want to make the base hull, and therefore everything attached to it, twice as big. Any way to do this?