Upgraded Shuttle and new Comm Relay and Sattelites

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Re: Upgraded Shuttle and new Comm Relay and Sattelites

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Driftwood
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Post by Driftwood » Sun Aug 05, 2018 2:58 pm

Darksaber wrote:
Sun Aug 05, 2018 5:38 am
I can't seem to replicate Driftwoods theory about the Cort gunturret, I've added the Falcon, the normal cort and the YT2000, and the player craft is the shuttle when I press 'G' the only gunturret I see is the shuttle gunwell :?
Have you moved the player to one of the other ships (leaving slot order the same) and entered the turret in those? It should, unfortunately display the shuttle gunner opt with the CORT POV stats.
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Post by Darksaber » Sun Aug 05, 2018 5:47 pm

So to be honest, it's not really a common problem, plus I doubt there is a fixable solution,

I think this is the same sort of problem with switching craft which causes the switched craft to fire lasers or missiles from the centre of the model, it's just another bug we can't physically fix. :(

for a 20 year old game I don't think the list of bugs is that long.
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Post by Bman » Sun Aug 05, 2018 9:12 pm

Edit: I found a solution to solve the rear turret from firing forward through the cockpit. :-)

Shuttle.png
Shuttle.png (24.99 KiB) Viewed 255 times

The second laser system 282 overrides the two EmpireTurboLaser HP's because it inherits it's slot using sequence 4, but it works. I experimented different ways, but didn't change anything else with model.

Enhancing things, I added WeaponBehavior = Empire in the ShuttleSounds.txt file.
I also added new EmpireLaser HP's to the other 4 laser cannons on the Rotary Wings with these x,y,z HP's:
EmpireLaser: 5.81891632 ; -4.9555397 ; -1.67107916
EmpireLaser: -5.81891632 ; -4.9555397 ; -1.67107916
EmpireLaser: 5.054387 ; -4.9555397 ; -1.67107916
EmpireLaser: 5.054387 ; -4.9555397 ; -1.67107916

Functions great, but the problem now is the esthetics ... the horizontal green recharge bars disappear and the targeting rec. box is a little distorted.
Maybe there is a way to create a patch to allow flyable crafts to show extra recharge bars when they have two or three different laser/weapon systems enabled.(?)

Edit: Here's some extra Shuttle enhancements in the attached .zip file. I had to import via XWAOptEditor the small blank.opt mesh file as a placeholder into Shuttle.opt (copied it x23 times) so the meshes match the mesh indices of the ShuttleExterior.opt. See excel file in .zip file. Then imported the blinking landing Lights.opt file last, into Shuttle.opt and ShuttleExterior.opt. This maxes out to 49 meshes for each model, but it could be less if all rotary meshes were moved to top of the Editor's list for the base and exterior models. Finally use the updated ShuttlePilot.txt to make it work. I'm hoping there is a better way to make the blinking landing lights a lot brighter... illumination or some other way to look a little more realistic. Enjoy. :-)
Shuttle2.png
Shuttle2.png (154.12 KiB) Viewed 247 times
ShuttleLights.zip
(122.21 KiB) Downloaded 2 times
Last edited by Bman on Wed Aug 08, 2018 11:08 pm, edited 3 times in total.
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Post by Darksaber » Sun Aug 05, 2018 9:29 pm

That not MXvTED 4.1 thats MXvTED 4.0 which has been around since 2011 I suggest you refresh the page a couple of times and download it again, it should be a RAR file and not a zip


Going to have to test this, thanks
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Post by Darksaber » Sun Aug 05, 2018 10:18 pm

Rotation settings = Transformation

Look = 0, 0, 32767
Up = 0, -32767, 0
Right = -32767, 0, 0

Open the Gunturret in Optech, it will open :)

Now look in the Transformations tab and check the rotation box, then compare it to the original in optech, the original barrels move up, down, your altered settings make the barrels move left and right
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Driftwood
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Post by Driftwood » Mon Aug 06, 2018 1:49 am

Bman, just an FYI, DS and I did have to make a game-play decision about reducing the forward laser hard-points to less than 7 (shuttle should technically have 8) as the indicators seem to be hardwired to cap out at 7 total charge indicators.

As I recall, we both came to the conclusion it'd be better to have fewer firing lasers, than to have no charge indicators. The other option was to add ions (not canon), or a secondary laser system that obviously can't be linked as it's classed as a transport, so defeats the purpose of having that many forward firing lasers.

I suspect it's hard-coded, unfortunately.

If you found a fix for the player lasers firing through the cockpit, then by all means I'm fine with trying to implement them, especially since eventually the E/SHU is on my to-do list, and that would solve DS's pet peeve with this particular issue :P
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Post by XDragon » Mon Aug 06, 2018 1:02 pm

Darksaber wrote:
Sun Aug 05, 2018 5:38 am
@XDragon

Your problem is right there (Red Circle)
xdragon.jpg

You've manually input ShuttleCockpit when it should ONLY read Shuttle

I've tested the installer for each option None of them input ShuttleCockpit!! Sorry but you caused your own problem.

@Bman

I've checked all POV's, and tested in skirmish for each option, sorry mate but I can't find a problem, the POV's are correct, I see the gunturret for each turret option.

I can't seem to replicate Driftwoods theory about the Cort gunturret, I've added the Falcon, the normal cort and the YT2000, and the player craft is the shuttle when I press 'G' the only gunturret I see is the shuttle gunwell :?
So ShuttleCockpit was the name for the Murrian Cockpit Newreris' site that was a default for both shuttles. I've changed the name and all is well with the Imp Shuttle. However, it looks like the ShuttleCockpit nolonger works with the Murrian, i've tried redownloading it and renaming it but it's not working.
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Post by Driftwood » Mon Aug 06, 2018 3:15 pm

If you notice, not a single cockpit field in MxVTED has "cockpit" following the ship name.

For instance, slot 1 is the X-Wing. The X-Wing cockpit tab has Xwing in said field. Incidentally the opts related to the X-Wing are, Xwing.opt, XwingExterior.opt, and XwingCockpit.opt. The game automatically references the XwingCockpit opt, and if you type in the entire opt name it won't work correctly.

Rename ShuttleCockpit.opt, to MuurianCockpit.opt in the flightmodels folder, and rename it to Muurian in the cockpit field for said transport.
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Post by JeremyaFr » Mon Aug 06, 2018 3:25 pm

Darksaber wrote:
Sun Aug 05, 2018 2:36 pm
Basically the box next to Arc 3 is in the wrong place, I fixed this back in January and also fixed the POV X,Z,Y settings and removed all the writing I inserted, I'm limited to what I can do, basically I've just rearranged the UI.

You can download MXvTED4.1 from my website File Archive/Craft Editors
Thanks.
I haven't noticed the new version. :kopfwand:

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Driftwood
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Post by Driftwood » Mon Aug 06, 2018 3:38 pm

JeremyaFr wrote:
Mon Aug 06, 2018 3:25 pm
Darksaber wrote:
Sun Aug 05, 2018 2:36 pm
Basically the box next to Arc 3 is in the wrong place, I fixed this back in January and also fixed the POV X,Z,Y settings and removed all the writing I inserted, I'm limited to what I can do, basically I've just rearranged the UI.

You can download MXvTED4.1 from my website File Archive/Craft Editors
Thanks.
I haven't noticed the new version. :kopfwand:
Haha, incidentally I also realised I'm still using v3.0
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Post by Darksaber » Mon Aug 06, 2018 3:50 pm

@Jeremy

To be honest I made the changes in January, but I only upload MXvTEDv4.1 yesterday :( sorry lol

@Driftwood

There isn't that much difference really, I've just rearranged a few things, and tried to correct some stuff, In the original version 3.0 the POV setting are mixed up, Z and Y are the wrong way around, yes the reads X, Y, Z, as the should, but the boxes below are messed up and the only way I could change it was to have the X, Y, Z as X, Z, Y

The other stuff like the Arc boxes I was able to rearrange and correct them properly, I've just made it a little more user friendly, originally I only did it for myself, but then I uploaded version 4.0 in 2011 and in January I too another look at it again and rearranged the turret boxes.

Any how hope you like the minor changes :)
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Post by Bman » Mon Aug 20, 2018 11:46 am

I figured out the Shuttlegunner.opt doesn't work when I was on Team two in the Skirmish simulator room. One team one, it's fine. Great job by the way.
I spent all weekend trying to figure out a way doing different combinations of how to stop the two rear EmpireTurboLaser hardpoints on the base Shuttle.opt from firing forward. One other solution is delete those two points, and all works except you no longer have a "auto-defense mode" to use i.e. [X] key. The above post I put of the picture.... not good because all the front lasers fire in "auto-defense-mode".

Jeremy, do you have any ideas on how to stop the one or both of the two rear EmpireTurboLaser hardrpoints on back turret mesh of the Shuttle.opt from firing forward during game play ? My first thought was the Look, Up, Right transformation values 0; 0; -32767, 0; -32767; 0, 32767; 0; 0 or some other combination but it doesn't appear to work on several configurations. I'm not really sure how you are defining Look, Up, and Right. The ShuttleExterior.opt has no effect, and I don't think ShuttleGunner.opt has any effect either. Thoughts?
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Post by keiranhalcyon7 » Mon Aug 20, 2018 9:22 pm

Speculation: It may be that when turret guns are set to fire forward with your other lasers, they do so regardless of their arc settings. If the arc is able to fire forward (as is the case with the corts), you wouldn't notice that the arc isn't being checked at all.

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Post by Bman » Tue Aug 21, 2018 2:42 am

Not sure. The key might be how a mesh is made and what direction its "front side" is made before it is imported into Optech. In other words, on basic level how does the game engine know that left side (in general as seen in Jeremy's editor) is the default front side of the model (all meshes) ? I'm pretty sure it's all related to orientation of the mesh(es) and the transformation values, the Look x,y,z Up x,y,z, and Right x,y,z values which are in general a basic 90 degree axis to each other before editing, and angle of meshes can make those values very complex, not to mention the arc values which I'm not clear about yet. I also wish there was a way to control the arc/firing angles of the laser hardpoints for models that are bigger than starfighters. i.e. Shuttle and so forth from firing backwards or very extreme angles that just aren't realistic. For Starships it's the RotaryGunTurrets type mesh that work well. But I digress. Lol.
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Post by Darksaber » Tue Aug 21, 2018 6:31 am

I'm not messing with this any longer, Bman if you wish to continue, that's great :), but until we have a definite fix, if one is available, I won't be changing anything in the installer :(

Personally I didn't want to include the turret, due to the lasers firing through the craft, one reason I included different versions of the shuttle with no turret, so there is an option.
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