2016-12-03 Designer Status w/Pics

Details about updates to Shores of Hazeron

Re: 2016-12-03 Designer Status w/Pics

Postby Ikkir Isth » Sat Dec 03, 2016 4:59 pm

If doors can have opening animation frames then guns could easily have similar firing frames (and even a set of reload frames). Hell, you could even add damage frames / destruction frames if you want to go all out.
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Re: 2016-12-03 Designer Status w/Pics

Postby ResonKinetic » Sat Dec 03, 2016 7:11 pm

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Last edited by ResonKinetic on Sun Dec 04, 2016 4:07 pm, edited 1 time in total.
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Re: 2016-12-03 Designer Status w/Pics

Postby armin30 » Sun Dec 04, 2016 1:32 pm

This will be amazing already hyped for this to come.
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Re: 2016-12-03 Designer Status w/Pics

Postby Leadphalanx » Sun Dec 04, 2016 2:18 pm

Super exciting! Custom doors/windows/turrets are going to be awesome as heck. Having Millennium falcon style ramp hatches will certainly be amazing. Really itching to get my hands on the editor soon.
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Re: 2016-12-03 Designer Status w/Pics

Postby Haxus » Sun Dec 04, 2016 6:12 pm

There are two door states I did not mention, stuck closed and stuck open. It happens due to damage sometimes and requires someone to physically touch/operate the door, like when a door is blown open with c4.

The gun firing states would be fun. I'll add them.

These objects can be copied/pasted and rotated nicely. You could develop a whole collection of doors, landing gear and turrets for use in other designs.
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Re: 2016-12-03 Designer Status w/Pics

Postby Ikkir Isth » Sun Dec 04, 2016 6:22 pm

Part list hype.

Speaking of such, please allow grouping of objects together and then saving those as a .part (or whatever), including all of their states / textures / etc, separately of actually saving the file/design. Would be great to load up said individual parts and have a scrollable part selector (I had intended to do this with SODS but only got as far as creating a single temporary part and allowing pasting / rotating / etc of it everywhere).

Standard info: creator, label of purpose, actual items list (complexity?), etc, of course
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Re: 2016-12-03 Designer Status w/Pics

Postby Lexx » Sun Dec 04, 2016 6:26 pm

Mirroring objects would also be nice.
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Re: 2016-12-03 Designer Status w/Pics

Postby Phenoix12 » Sun Dec 04, 2016 7:40 pm

A few questions
Will the new turrets be able to be designated where the shot comes from? I.E. Making the gun fire the bullet from the actual barrel, lazer lenses, missile launcher, what have you. Or will they just be shot from like the center of mass of the turret for simplicity sake.

Will we also be able to design and animate the main weapon systems also? Also will actual aiming of the main weapon systems become a thing... like allowing to differentiate between main guns that are fixed forward (or broadsides) so you have to move the ship to aim, to more traditional ones like on warships that can rotate, raise and lower, and such.

I ask because I'd love to design my ships with huge fixed forward rail guns that run down the center of the ship...
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Re: 2016-12-03 Designer Status w/Pics

Postby Haxus » Sun Dec 04, 2016 8:45 pm

You do specify the emit location and direction for turrets.

I intend the main weapon bays to remain omnidirectional.

You specify the emit location for your weapon systems. That is not new.

I will likely save model animation of the main weapon firing for a later version. There's plenty to do as is. The main weapon will at least be able to have animated highlights similar to current weapons.

There will be robust customizable texturing features. I haven't written much of the code yet. There are challenges but nothing like some of those geometry routines.
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Re: 2016-12-03 Designer Status w/Pics

Postby Haxus » Sun Dec 04, 2016 9:29 pm

I imagine a main weapon animation of a huge Inspector Gadget hammer coming out of the ship and whacking at the target.
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