Custom Hangars

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Re: Custom Hangars

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Darksaber
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Post by Darksaber » Sat Oct 05, 2019 3:02 pm

So that means I have to use a FamilyBase.ini to change hangar objects, so they are different from the regular hangar objects :?
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JeremyaFr
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Post by JeremyaFr » Sat Oct 05, 2019 3:14 pm

Yes

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Post by JeremyaFr » Thu Oct 17, 2019 6:54 pm

UPDATE
Hello,
I've updated the hangars hook.

You can now define the position of the Hangar Roof Crane.

To set the Hangar Roof Crane position, set "HangarRoofCranePositionY = value Y" and "HangarRoofCranePositionZ = value Z". The values are integers.
The default value for HangarRoofCranePositionY is 786.
The default value for HangarRoofCranePositionZ is -282.

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JeremyaFr
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Post by JeremyaFr » Thu Oct 17, 2019 8:54 pm

Hello,
Here is something to test:

Code: Select all

; hangar shuttle animation
At offset 5E59B, replace 01443507 with 2944350F.
At offset 5E770, replace 01443507 with 2944350F.
This modifies the arrival and departure animation of the Shuttle in the hangar. Instead of going to the right, the Shuttle will go to the bottom. I can also make it going straight instead of going down.
If this patch works well, I will make it hookable and include it to the hook.

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Post by Bman » Sat Oct 19, 2019 6:10 am

Thank you x2!

To make it easy for others . . .

Code: Select all

  <Patch Name="Hangar Shuttle/or Craft Replacement Path Animation">
    <Item Offset="5E59B" From="01443507" To="2944350F"/>
    <Item Offset="5E770" From="01443507" To="2944350F"/>
  </Patch>
Edit: Tested. This seems to work but I think the "Y" trajectory of the shuttle et al, needs to go further out into the open hangar about 4 to 8 meters then drop down if launching from ISD or VSD. If some hangar bays are longer, the shuttle will drop through the floor. The platform stations would require a longer straight and then upward angle take off. It would be great if we could manually edit those X, Y, Z values in a *.cfg, shuttle.txt, missionName_Shuttle.txt or Shuttle.ini that hook could read from ? Good start!
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JeremyaFr
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Post by JeremyaFr » Sun Oct 20, 2019 4:04 pm

WIP

Hello,
Here is a WIP version of the hangars hook.

You can now modify the Shuttle animation.

To replace the objects, create a file named "FlightModels\[Model]HangarObjects.txt" or "[MissionDir]\[Mission]_HangarObjects.txt".
Or create a section named "[HangarObjects]" in "FlightModels\[Model].ini" or "[MissionDir]\[Mission].ini".

To set the shuttle animation, set "ShuttleAnimation = value". value is "Right", "Top", or "Bottom". The default value is "Right".

EDIT: link removed

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Post by JeremyaFr » Fri Oct 25, 2019 6:27 pm

WIP

I've added a setting to define an extra straight line animation for the shuttle. While the shuttle is in the straight line, the s-foils remain closed.

To set the shuttle straight line animation length, set "ShuttleAnimationStraightLine = value". value is an integer. The default value is 0.

EDIT: link removed

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Post by JeremyaFr » Wed Nov 06, 2019 7:41 pm

UPDATE

Hello,
I've merged the changes from the WIP version to the stable version.

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Post by JeremyaFr » Fri Dec 20, 2019 7:20 pm

UPDATE

Hello,
I've updated the hangars hook.

I've fixed the Shuttle elevation.
You can see the difference by replacing the Shuttle with a craft that has S-Foils.

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Post by Bman » Tue Dec 24, 2019 7:04 am

Thanks Jeremy. Great!
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Post by JeremyaFr » Mon May 04, 2020 6:52 pm

UPDATE

Hello,
I've updated the hangar hook.

Now, when the hangar is inverted, the shadows are not rendered.

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Post by JeremyaFr » Sun May 17, 2020 4:41 pm

Hello,
Here is WIP version of the hangar hook.

EDIT: link removed

I've improved performance.
I've added a setting to disable the shadows.
; Draw shadows: 0 = no, 1 = yes
DrawShadows = 1

; Shadow lod: 0 = most detailed, 1 = less detailled
ShadowLod = 0

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Post by ual002 » Tue May 19, 2020 8:36 pm

That's fantastic for external carrier style hangars. Thank you sir.
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Vince T
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Post by Vince T » Tue May 19, 2020 9:22 pm

Hey Jeremy, I've just had a thought.

Reviewing some of my older capships for possible hangar OPTs I noticed some of them had rather narrow hangars with the entrance facingdownward rather than sideways. That brought up 2 ideas:
1) Would it be able to add a variable to the hook that changes the launch animation from moving forward to moving downward, dropship-style? There would be no need to change the craft's orientation as it would just follow the gravitational pull.
or 2) Would it be possible to change the orientation of the ship(s) so they face upward/downward? That way I could simply rotate the hangar and simulate the very same effect.

If it's not possible or too much a hassle, no problem, it's a rather niche thing.
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Post by JeremyaFr » Fri May 22, 2020 7:50 pm

WIP

EDIT: link removed

To set the elevation delta of the player craft animation, set "PlayerAnimationElevation = value". value is an integer. The default value is 0.

By setting IsHangarFloorInverted and PlayerAnimationElevation, you can have a dropship style.

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ual002
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Post by ual002 » Fri May 22, 2020 8:02 pm

This is fantastic sir. Maybe we could redesign the dreadnoughts now. What would be awesome is to have floor hangar door animations triggered by the launch button, or even a camera view button since a lot of them are redundant. I'm freaking out.

Also realized that in the same vein as the Gozanti I modified from DTM, according to the wookipedia, the Carrack has exteral racks for 4 fighters.
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Post by Driftwood » Sat May 23, 2020 2:38 pm

ual002 wrote:
Fri May 22, 2020 8:02 pm
This is fantastic sir. Maybe we could redesign the dreadnoughts now. What would be awesome is to have floor hangar door animations triggered by the launch button, or even a camera view button since a lot of them are redundant. I'm freaking out.

Also realized that in the same vein as the Gozanti I modified from DTM, according to the wookipedia, the Carrack has exteral racks for 4 fighters.
I always envisioned the carracks launching from racks positioned on the sides.

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Post by JeremyaFr » Sat May 23, 2020 4:19 pm

UPDATE

Hello,
I've merged the changes from the WIP versions into the stable version.

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Post by Bman » Sun May 24, 2020 1:39 am

Awesome. Thanks Jeremy.
B/t/w, on the traditional CR90 Corvettes i.e. like Tantive IV, they have a small cargo/hangar bay underneath as seen at end of ROTS (where Kenobi boards Sr. Organa's ship).
I know a few of DTM's new models have hangars on sides, I think are based on "Rebels" show. Pretty cool too.
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Post by Q » Fri Jun 19, 2020 11:31 pm

Bman wrote:
Sun May 24, 2020 1:39 am
Awesome. Thanks Jeremy.
B/t/w, on the traditional CR90 Corvettes i.e. like Tantive IV, they have a small cargo/hangar bay underneath as seen at end of ROTS (where Kenobi boards Sr. Organa's ship).
I know a few of DTM's new models have hangars on sides, I think are based on "Rebels" show. Pretty cool too.
I thought the corvette seen in RotS is a CR70, no?
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Post by Bman » Mon Jun 29, 2020 5:54 am

I don't know. CR70 vs 90? I assumed Sr. Organa's ship from ROTS was the Tantive-IV that Leia inherited as seen at end of Rogue One which ties into ANH movie. One of them with a bottom hangar or cargo hold--hatch. Probably a wiki answer out there. The actual studio model didn't seem to have one when I viewed it in person at the traveling exhibit, but concept still makes sense.
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ual002
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Post by ual002 » Sat Jul 04, 2020 5:50 pm

Jeremy,

Is there any way to load the animated shuttle at a specified height different than the plane the player launches at? I'm trying to build a rack launch ISD hangar for TIEs, but I noticed the new VSD has the animated shuttle turned off. That's because if turned on its hovering at the same height as the player in the TIE rack.

Maybe something like this:

[HangarObjects]
;Replace Opts
LoadShuttle = 1
ShuttleModelIndex = 50
ShuttleMarkings = 0
ShuttleAnimation = Bottom

** Shuttle height = -345 **

LoadDroids = 1
IsHangarFloorInverted = 0
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Post by JeremyaFr » Sat Jul 04, 2020 6:29 pm

Hello,
I think it is doable.

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Driftwood
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Post by Driftwood » Sat Jul 04, 2020 9:38 pm

Is there a way to also manually control the x/y/z coordinates rather than just the height?

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ual002
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Post by ual002 » Sun Jul 05, 2020 12:02 am

Driftwood wrote:
Sat Jul 04, 2020 9:38 pm
Is there a way to also manually control the x/y/z coordinates rather than just the height?
I was playing around with the "inside hangar", "Accelstart" and "accelend" nodes common on the meshes of all hangars thinking they might influence the shuttle, but alas I cant for the life of me sort out the actual function of them.

Long story short, yes, this would be awesome too.
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