Custom Ships in D2X-XL

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jshaner
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Custom Ships in D2X-XL

Post by jshaner »

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.
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Diedel
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Post by Diedel »

Read my worklog! ;)
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Post by jshaner »

=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.
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Diedel
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Post by Diedel »

Use the face normals. D2X-XL can also determine it using the model's orientation matrix.
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Post by MetalBeast »

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.
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Diedel
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Post by Diedel »

Oh yeah, the worklog doesn't yet mention the $bullets submodel (2 faces, 4 vertices like the gunpoints, normal must point towards the ejection direction of bullet casings). Put it slightly inside the model of a gun ejecting bullet cases.
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Post by jshaner »

Being a rookie, i don't know too much about all of the terms used involved in modeling. What do you mean by face normals?
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Diedel
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Post by Diedel »

A face normal is a line perpendicular to a face (polygon).
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Post by jshaner »

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. :twisted:

Also, will it allow for models w/out textures to be used?
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Diedel
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Post by Diedel »

d2x.ini: -enable_freecam 1

In game: Strg+Alt+S
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Post by jshaner »

Diedel wrote:d2x.ini: -enable_freecam 1

In game: Strg+Alt+S
i apologize for my poor understanding of things, but Strg...? i am not sure what that stands for (what key it is).
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Post by MetalBeast »

STRG german for CTRL
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Diedel
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Post by Diedel »

Oops.

Ctrl+Alt+S
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Post by jshaner »

alright, thx!
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