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Old 06-20-08, 07:53 PM   #29
Webster
Stowaway
 
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Quote:
Originally Posted by Arclight
I finally figured that "spheres for collision" part out as well. Was just about to write here when I read it.
Thanks for the info, I'm hitting a brick wall at the moment. Weird thing is that I set all spheres to 0 radius but collision detection still works fine?!

So boxes determine special properties for specific parts of the ship and spheres are for collision?



Web; like I said, hitting a brick wall. Those zones don't seem to effect "flotability properties", so to say. Tried giving Shokaku "unique" parts, like an engine room only used by her that didn't multiplie damage, still sank like a brick. Came to the conclusion she's not sinking because of no HP left, but due to instability, which means it will go down no matter how many HP you give it.

Opened up ship's 3d model (basically skin, or hull), as well as the 3d damage model (what you see inside when you blow a hole). Can't make sense of it, I'm not a 3d modeler. Short of recreating NSM (change everything to rebalance) I wouldn't know what to do. I have no idea what determines the ships CG and the way she floats.

On the positive side; I think that, with some more practice, it should be possible to get screws and masts destructible like they should be. Even that would be an improvement IMO.

I really hope more poeple will give some input, I'm not about to give up but I don't have a clue what to try anymore.
at least you understand it better than i do.

here's a dumb question, if like you said the zones are shared by all ships and just coded for each ship, could you just copy all the stuff from a working version ship and recode it?

what i was thinking is could another ship be used as a guide or blueprint to finish the unfinished shokaku file?
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