Bman wrote:Is there a limit too on number of independent animated "pilot" meshes per model ? Up to 50 ? Can rotation speed be changed ?
DTM wrote:Do you know the parameters of the ejected pilots slots?
32 = 45°
64 = 90°
96 ≈ 130°
1 ≈ 1,4°
128 = 180° ? No!!! 128 = Infinity rotation with speed=1...if I change the speed, than change the values for infinity rotation...
Bman wrote:Hi Jeremy, after extensive testing, I've discovered this patch seems to only apply to the player's ship. Not the A.I. craft of the player's Flight Group or other third party A.I. FG's of same ship type. Is there way to make Pilot Mesh animations apply to both Player's and A.I. ships ?
Also, it seems that using "FlightModels[ModelnameExterior]Pilot.txt" file does not work, even if "FlightModels[Modelname]Pilot.txt" exists.
Only the latter one works so far.
At offset 18EB, replace 742A with EB3D.
<?xml version="1.0" encoding="utf-8"?>
<Patch Name="To call the hook that defines pilot meshes animation">
<Item Offset="0025FC" From="483DCB0000000F87C501000033D28A90F8334000FF2495D4334000" To="508B441E238BA8DD00000055E813591A0083C4085F5E5D5BC39090"/>
<Item Offset="0018EB" From="742A" To="EB3D"/>
Darksaber wrote:Hi Bman,
Someone had the idea of creating a separate mesh for landing gear, like DTM has done for his Alderaan mission, but that was only one craft, doing that for each fighter craft wouldn't be feasible either, firstly each craft would need different sizes of landing gear, adding them to the flightmodels folder wouldn't be a problem, the problem begins with the hangarmap.txt and hangarobjects.txt.
Bman wrote:For ___pilot.txt files, Jeremy wrote "Use a value of -1 to not select a mesh", which might prevent a conflict if both text files happened to reference same index mesh number in either base.opt or ....exterior.opt.
At offset 05809E, replace 66A124168C00663BC3 with E8DD8BFAFFEB539090.