indeed its already a thing though. Gun always firing before turret turns, if you want to fix that every weapon in the game needs force ori but force ori has autofire issue so its still firing even if your gun facing somewhere else
oh also guns firing -45 degree too and turrets doesnt have -45 degree arc atm so your gun barrel points 0 but firing to -45 degree.
I think this new model will be fine with 15 degree because people rarely shooting something that is out of weapon barrel degree
(08-29-2018, 03:20 PM)Anton Okunev Wrote: Imo that too hightech style. Much better than what we have now, but why not make more freel ar-deco space dieselpunk stylysed with whole, non-sectioned rails? But, that just my opinion, never loved that type of sci-fi railguns design.
(08-29-2018, 07:41 PM)Kazinsal Wrote: I like the models but I'm not 100% sure how well they'll fit with the generally dieselpunk-in-space style of Freelancer. The aesthetic of the universe is more "you can smell the lubricating oil through your screen" than clean modern sci-fi.
It can look quite greasy with the right textures (that's just a quick mockup, not the actual intended look). Vanilla textures do wonders for making anything look like salvaged junk, so no need to worry, it'll look consistent with rest of the weapons once the textures are done.
(08-29-2018, 07:44 PM)Durandal Wrote: How are these intended to rotate? I don't understand how these are going to work without some very ugly clipping.
(08-29-2018, 07:50 PM)Durandal Wrote: What I'm looking at is a piece of geometry that can't move, not one with a limited arc.
The rotation is still TBD. I already have a few options that I have to test out ingame, and the models will be adjusted depending on whichever works best. Though, I don't know what you mean by "piece of geometry that can't move", even the current "hinge-less" models can easily rotate 30° vertically without any clipping (including hull of the ship). So it's not gonna be an issue, just a matter of figuring out the best visual option for its rotation style.
A little update (not much to show, since it was mostly some techy tweaks for how the game handles the model files):
Prepared the models to use instanced parts, instead of being one solid mesh. This will allow for:
1. Firing animation (yup, gonna go down that rabbit hole)
More "oomph", but "scientifically inaccurate"
Less "scientifically inaccurate", but lookin like a bit of a wet sock
First animation is likely the one that'll be used ingame, because nothing in FL makes any sense anyways, so may as well just make it look a bit cooler.
It's already too complicated as something that won't be looked at that much, especially the smaller snub ones.
Statics would be more than enough, don't waste your time making it more complicated.
(08-31-2018, 01:11 PM)Titan* Wrote: If i remember right firing animations doesnt work with Freelancer. Would be great if there is a way to make them work
Yea, that's the case in vanilla, but Adoxa has a hack that basically unjams sc_fire with a crowbar, but thanks to the beautiful thing that is the FL engine, it's still rather limited/buggy and doesn't work if multiple of the same gun are fired at the same time (it can only play one instance of the animation at a time), but it's still mostly functional in case of guns like Mini-Razor and Heavy Mortar, since they can't be chainfired by the dozen.
It's not perfect, but it's good enough to be better than nothing.