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Making asteroids flyable.....
Posted: Wed Jun 14, 2006 3:05 pm
by Exploderman
I wanted to know how I could go about this...
RE: Making asteroids flyable.....
Posted: Wed Jun 14, 2006 3:26 pm
by Wadi
That's an interesting concept. I suppose if you could find the model used, you could config it...or XSI a ship that was basically an asteroid...
RE: Making asteroids flyable.....
Posted: Wed Jun 14, 2006 3:38 pm
by Teancum
That seems really strange. Why would you want a flyable asteroid?
RE: Making asteroids flyable.....
Posted: Wed Jun 14, 2006 3:58 pm
by stealth#a$$a$in{bf2}
Suicide!
RE: Making asteroids flyable.....
Posted: Wed Jun 14, 2006 4:03 pm
by Kyross
Shoo, man. That's brilliant. I'll have to do that.
Posted: Wed Jun 14, 2006 4:58 pm
by Exploderman
I also wanted to make it so that when you pressed back, It made you go so slow that it was like you were floating? BTW Flying asteroids would be cool.
I found a lot of .msh and .odf files for the asteroids, and I wondered if I could just change the mesh the xwing uses to that of an asteroid...
Posted: Wed Jun 14, 2006 5:19 pm
by Qdin
probably not.
the .msh HAS to have some nulls or meshes, and they gotta be named (if you use the Xwing)
hp_active
hp_fire0X
okay? without them, it won't have a place to place the unit, and won't know where to shoot it
another idea, though - is to just open the .msh with the BConstructor for SWBF1, and see what meshes there are in there. That way you can use the Xwing's .odf and where it calls for hp_active, you just let it call for the mesh there are - I think there probably are only one, but I think it'll work. and do the same for the cannon(s).
that's the closest you can get

Posted: Thu Jun 15, 2006 10:25 am
by Exploderman
But Moving_target got the frigates flyable...How did he do that???
If you're (^) out there dude, could youplease tell me how you did that?
Thanks in advance!
Posted: Thu Jun 15, 2006 10:40 am
by Qdin
hm... My guess is that he used what I wrote above

the pilot's position was exactly in the middle of the whole mesh

Posted: Thu Jun 15, 2006 11:20 am
by Vyse
This is possible, I did stuff like this before.
You don't have to worry about having a null thats hp_fire etc. because it defaults to the scene root if you don't have those. So, basically your only worry is if the asteriod meshes were not exported with the scene root in the center of them. If there not center you could have the lasers shooting from under or over the asteriod.
There is a line in ODFs called something like Piolet visable =1 just change it to = 0 and the piolet won't show up in game.
Posted: Thu Jun 15, 2006 11:47 am
by maxloef
This would be cool if you use the old swbf 1 Bothan Spy Diquize and make a ship sue it.
Imagen like a prototype ship with Holograpic Projectors making it look like its an asteroid.
This would be very cool
Posted: Thu Jun 15, 2006 12:10 pm
by Exploderman
Well see guys I have little(actually no) scripting experience, so could you guys be a little more detailed? I'm working really hard on a map right now that the asteroids would be perfect in (lol there are lots of asteroids already floating around, so maybe the rebels could only have asteroid ships, and the empire is supposed to fing them floating and eliminate them lol!)
Thanks in advance!
Posted: Thu Jun 15, 2006 3:13 pm
by Kyross
I'll try and make this. Will post if it works.
Posted: Thu Jun 15, 2006 4:16 pm
by Exploderman
Thank you!
Posted: Fri Jun 16, 2006 1:14 am
by Kyross
IT WORKS. I WIN!
they are big though and therefore a wee bit hard t get out of the hangar because they bounce off the top and auto land so they slowly crawl along until they get out. I gave the tons of halth so you can ram people if you get tired of shooting.
Posted: Fri Jun 16, 2006 6:48 am
by The_Emperor
hehehe sounds like fun

Bashing the Rebels to oblivion

Posted: Fri Jun 16, 2006 7:02 am
by Kyross
You should see it. I gave them new weapons and everything. I fell in love with my space map so I took them out(I had eight) but I will release them afterward. Only problem was even the smaller ones were so big you can only go out of he hangar(coming in results in many explosions).
OH NO YOU DIDN'T!
Everybody, to your ships!

Posted: Fri Jun 16, 2006 7:07 am
by ^Destroyer^
Very cool, could u make a mod that these asteroids replace the ships from imperial?
^Destroyer^
Posted: Fri Jun 16, 2006 7:13 am
by Kyross
Itjust so happensI replaced all the default ships with thisthen added some. the imperial ships are still in he side folder I just made a new vehicle called imp_fly_rock. Cause you know...They're like giant flying rocks.
Posted: Fri Jun 16, 2006 7:18 am
by ^Destroyer^
Anyways, could you make a mod of this?
(or else a map, i would really love to fly those baby's

)
^Destroyer^