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eurobusker

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Posts: 108
Reply with quote  #1 
has the format for the vessel data changed since version 1.7?
my old data for my mesh for the planet earth works but i get all sorts of error messages.

<vessel uniqueID="7003" side="1" classname="earth" broadType="planet">
<!-- Recharge sphere -->
<art meshfile="dat/planet.dxs" diffuseFile="dat/planet4.png" specularFile="dat/planet4.png"
glowFile="dat/planet4.png" scale="0.2" pushRadius="250"/>
<shields front="1000" back="1000" /> <!-- shields -->
</vessel>

is there a parameter I must add seeing that the new artemis has climbing and divig etc?

eurobusker

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Posts: 108
Reply with quote  #2 
I've got it working!

<!-- ****************************** PLANETS **************************************** -->

<vessel uniqueID="1103" side="1" classname="earth" broadType="planet">
<!-- Recharge sphere -->
<art meshfile="dat/planet.dxs" diffuseFile="dat/planet4.png"
glowFile="dat/planet4.png" specularFile="dat/planet4.png" scale="0.2" pushRadius="250"/>
<shields front="1000" back="1000"/>
</vessel>

earth.jpg 
The mesh file and the image file is in the mission folder.

This I hope can help others make cool planets of all sizes and colours [smile]


Xavier Wise

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Posts: 1,141
Reply with quote  #3 
I like this for smaller planets or if you have it 'below' or 'above' the sector. Is this just a simple addition to the vessel data file?

In the TSN RP Community, we wanted something larger that didn't just suddenly pop in to existance, so we created a larger planet that was split into segments that then slotted together. With some scripting magic, I think we considered creating a gravitational effect too, but I cannot recall how far we got with that. The most basic option was to just drop a black hole in the middle.

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Arrew

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Reply with quote  #4 
Does adding planners to the vessel file fix the whole plannets popping into existence problem?
Xavier Wise

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Posts: 1,141
Reply with quote  #5 
No. It is to do with the distance things are created on the mainscreen/ visuals. Things are created at a set distance (I am not up on the technical side but I think it is something like the draw distance). Ships and asteroids are small enough that you dont notice them first appearing, but the bigger the object, the more it becomes an issue.
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eurobusker

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Posts: 108
Reply with quote  #6 
I made an addition to the vesseldata.
How do I make a planet defend itself? stick a ship inside it or add beam info to the vesseldata?
Xavier Wise

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Reply with quote  #7 
Add a torpedo tube? It would simulate missiles being launched from the surface. Or set it similar to a base and change the side value so it shoots at you.
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ryleyra

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Posts: 3,007
Reply with quote  #8 
Quote:
Originally Posted by Xavier Wise
we created a larger planet that was split into segments that then slotted together. 


That's a great idea! While the planet will still appear out of nowhere, you can make it measured from the surface of the planet, instead of from the center of the planet.

The draw distance is 7500. My experiments showed it was that value for everything, with only a couple of exceptions.

eurobusker

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Posts: 108
Reply with quote  #9 
I tried something similar, the problem is the planet seems to move away from the artemis as it approaches when show on the science console and the tactical map!
It doesn't move much but if the zoom is at max its a giant leap for mankind (or other being)
The missile idea doesnt seem to work but I can get a planet to fire lasers. I'm next going to try putting a number of stations inside the planet so it fires lasers from all over the world!
Xavier Wise

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Reply with quote  #10 
Quote:
That's a great idea!


Thanks. Credit has to go to Allard and Fish who figured it out and got it working. They are our two main guys when it comes to the TSN RP Mod that we developed.

We've not had any problems with the planet moving about though. I can't imagine why your planet takes a great leap as you approach...

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Arrew

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Reply with quote  #11 
This is more mod than script so you guys will know more than me. If the planet is moving make sure, or script it has a top speed of 0.

I've scripted a planet that fires missiles before by making Torgoth bases appear for 1 second inside the mesh. They fire missiles at the players like the plannet's ground based instillations fired missiles.

The mission was legacy of war, I think.
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