Help needed making an addon for Final Frontier

Help needed making an addon for Final Frontier

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Orakio
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Joined: 25 Aug 2006, 16:41

Help needed making an addon for Final Frontier

Post by Orakio »

I'm attempting to make an addon for final frontier but I seem to be having some problems.

There are two problems in particular. I have modelled a ship and put it in. When you press B to view the collision sphere or whatever it is you can see it is clearly too big. I've tried several things to correct this. Reducing the base plate size, using 3do and s3o, setting the radius in upspring, messing with scaling, so on but I just can't seem to get it as small as the ones ships usually use in FF.

The second, possibly related is that my ship does not fly like the other ships in FF at all. I've tried using the settings that are used in the FBI files for similar units in FF but it doesn't seem to make any difference. The ship constantly flies without stopping, is difficult to control and changes altitude far more than FF units do.

If anyone has any idea how to solve these problems it would be greatly appreciated. Or if you could take the model, fix it and show me how to do it. I would prefer a solution for both s3o and 3do although either would be fine.

The mod can be found at http://orakio.net/temp/ff/ inside the file "FF NI.sdz". The model is ng_cor_sc.

Thanks.
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[XIII]Roxas
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Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

Change the ship movement class to Gunship.
Orakio
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Joined: 25 Aug 2006, 16:41

Post by Orakio »

There is no field in the FBI for movement class. TedClass might include some however it is set to the same value as other FF ships, VTOL so I don't see how it can be that....
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

hoverattack=1;
Orakio
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Joined: 25 Aug 2006, 16:41

Post by Orakio »

Ah yes, that seems to have fixed the movement issue. I notice that the other FF ships seems to have it so I guess I must have removed it when copying files over thinking it was only used for attacking not mobility in general.

Now the only problem is the bounding sphere (some people don't know what it means it's the sphere that defines a boundry or some physical bounds). I might be able to fix it my self but any tips or input is welcome. I know at least for 3do that the ground plate has some effect on it but this doesn't seem to be the only thing used to calculate the sphere size.
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AF
AI Developer
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Post by AF »

You can set it yourself using UpSpring IIRC(it might be an s3o only thing).
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Peet
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Post by Peet »

3do hitspheres are calculated automatically from the model, and are not settable (until next version, flozi made a tag)
Orakio
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Joined: 25 Aug 2006, 16:41

Post by Orakio »

Yes I got it to work with s3o. It's a huge pain in the ass because you can't just leave it untextured although for now I'm just telling them to use the same two blank textures.

Just one thing now. Do I need a ground plate? All it seems to do is mess up the UV mapping. The first model I did last year seems to work fine without one but nanoblobs from last year has a ground plater with al the vertices at (0,0,0) so it's empty. Should I have an empy groundplate or none at all?
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Pressure Line
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Post by Pressure Line »

iirc the groundplate size is defined by the x & z coords in the fbi file anyway. make sure its square, groundplates dont rotate in spring :(
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Peet
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Post by Peet »

s3o's don't need groundplates.
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SinbadEV
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Post by SinbadEV »

Peet wrote:s3o's don't need groundplates.
I think they add a invisible "base" object so you can rotate the base objects.
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rattle
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Post by rattle »

3DOs don't need groundplates either in Spring.
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