on the mod-db .... its not much displyed here, nor does it appear to be finished much. but it shows a few interesting attempts.
- char creation ( playermodel ) might be a very tiny, but also significant item - especially in identifying oneself with the char in terms of roleplay
- wing animation. - its not said if they used the old trick to drop something to get them move or if they actually found a way to have cruise really animate the wings.
oh, didn t know that FW had the wings - its only a minor, ambient part anyway ( except when animated parts of ships actually alter the balance - like ships getting sleeker and simply smaller when entering cruise )
if such animations work and can be done ( and if we figure out how to do them ) - it CAN open up quite interesting aspects in balancing.
i just imagine juggernauts retracting the biodomes when entering cruise and folding the "wings" inwards - reducing the profile by 50% - or mining ships actually folding in their engines and extending the bridge section when being "deployed" ( meaning gaining a mining bonus ) etc.
' Wrote:oh, didn t know that FW had the wings - its only a minor, ambient part anyway ( except when animated parts of ships actually alter the balance - like ships getting sleeker and simply smaller when entering cruise )
if such animations work and can be done ( and if we figure out how to do them ) - it CAN open up quite interesting aspects in balancing.
i just imagine juggernauts retracting the biodomes when entering cruise and folding the "wings" inwards - reducing the profile by 50% - or mining ships actually folding in their engines and extending the bridge section when being "deployed" ( meaning gaining a mining bonus ) etc.
quite some possibilities actually.
There are tutorials relating to how to add animations to models over at Starport, but how to trigger them is another matter.
That really is something we should ask Freeworlds about.