Custom Ships in D2X-XL
Moderators: Grendel, Aus-RED-5
Custom Ships in D2X-XL
I was wondering if there was some way to use custom ships in D2X-XL. I like the main one that is there currently, as it outweighs the original 1996 Pyro by uncountable numbers, but i think it would be cool to customize what ship I use. Even possibly use a hand made one. I know the markers would have to be matched and it would take a lot of work, but it would be cool nonetheless.
=Quoted from Diedel's Worklog=
put 2 face, 4 vertex submodels with the following names at the desired positions in the model:
$gunpnt-0, $gunpnt-1: Inner wing mounted gun muzzles (dual laser)
$gunpnt-2, $gunpnt-3: Outer wing mounted gun muzzles (quad laser)
$gunpnt-4, $gunpnt-5: Winglet missile mounts
$gunpnt-6: Fuselage mounted gun muzzles (e.g. Gauss, Helix, Omega)
$gunpnt-7: Fuselage missile mount (e.g. Mega)
thrusterL, thrusterR: Engine thrusters
Another extension allows the addition of custom missile models.
$bomb-X: Custom model for fuselage mounted missile X
X = 0: Smart, 1: Mega, 2: Earth Shaker missile
$missileX-Y: Custom model for winglet mounted missile type X at position Y
X = 0: Concussion, 1: Homing, 2: Flash, 3: Guided, 4: Mercury
Y = 0: Upper left, 1: upper right, 2: lower left, 3: lower right winglet position
The third extension allows the addition of custom gun models and rotating barrels.
$gunX-Y: Gun X at position Y
$barrelX-Y: Gun barrel X at position Y
X = 0: Laser, 1: Vulcan, 2: Spreadfire, 3: Plasma, 4: Fusion
X = 5: Superlaser, 6: Gauss, 7: Helix, 8: Phoenix, 9: Omega
Y = 1,2: inner left right position or Fusion center position
Y = 3,4: outer left right position
Ok, i see. (put here for anyone who reads and wants to know)
My only question is: How do you specify the front/back sides of the model? I mean, the modeling program doesn't know front from back without putting a marker to tell it so.
put 2 face, 4 vertex submodels with the following names at the desired positions in the model:
$gunpnt-0, $gunpnt-1: Inner wing mounted gun muzzles (dual laser)
$gunpnt-2, $gunpnt-3: Outer wing mounted gun muzzles (quad laser)
$gunpnt-4, $gunpnt-5: Winglet missile mounts
$gunpnt-6: Fuselage mounted gun muzzles (e.g. Gauss, Helix, Omega)
$gunpnt-7: Fuselage missile mount (e.g. Mega)
thrusterL, thrusterR: Engine thrusters
Another extension allows the addition of custom missile models.
$bomb-X: Custom model for fuselage mounted missile X
X = 0: Smart, 1: Mega, 2: Earth Shaker missile
$missileX-Y: Custom model for winglet mounted missile type X at position Y
X = 0: Concussion, 1: Homing, 2: Flash, 3: Guided, 4: Mercury
Y = 0: Upper left, 1: upper right, 2: lower left, 3: lower right winglet position
The third extension allows the addition of custom gun models and rotating barrels.
$gunX-Y: Gun X at position Y
$barrelX-Y: Gun barrel X at position Y
X = 0: Laser, 1: Vulcan, 2: Spreadfire, 3: Plasma, 4: Fusion
X = 5: Superlaser, 6: Gauss, 7: Helix, 8: Phoenix, 9: Omega
Y = 1,2: inner left right position or Fusion center position
Y = 3,4: outer left right position
Ok, i see. (put here for anyone who reads and wants to know)
My only question is: How do you specify the front/back sides of the model? I mean, the modeling program doesn't know front from back without putting a marker to tell it so.
- MetalBeast
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Hehe, we are already working on it 
Making pyro RELOADED was even the first step for making the engine ready for custom ships.
All this great stuff, Diedel has coded into the engine:
- gunpoints (define where lasers and other weapons are comming out)
- switchable missiles, bombs and weapons
- variable truster-points
- rotating barells (variable !) for MG type weapons, incl. falling bullet-casings
- free setable wingtips if you dont want use standard-laser.

Making pyro RELOADED was even the first step for making the engine ready for custom ships.
All this great stuff, Diedel has coded into the engine:
- gunpoints (define where lasers and other weapons are comming out)
- switchable missiles, bombs and weapons
- variable truster-points
- rotating barells (variable !) for MG type weapons, incl. falling bullet-casings
- free setable wingtips if you dont want use standard-laser.
I will have to mess around and see what i can do b4 i ask any more questions.
last thing: this probably should be posted somewhere else, bu i don't remember what key combination it is that will allow you to go out of your ship into a camera view so you can see your ship. I should probably look at your site, but asking you is easier.
Also, will it allow for models w/out textures to be used?
last thing: this probably should be posted somewhere else, bu i don't remember what key combination it is that will allow you to go out of your ship into a camera view so you can see your ship. I should probably look at your site, but asking you is easier.

Also, will it allow for models w/out textures to be used?
Re:
i apologize for my poor understanding of things, but Strg...? i am not sure what that stands for (what key it is).Diedel wrote:d2x.ini: -enable_freecam 1
In game: Strg+Alt+S
- MetalBeast
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