does the hitbox work? - many a hitboxes look fine in HardCMP but totally fail in multiplayer practice.
some hitboxes don t register collision with static objects - or mobile objects - or players - or damage types - etc. ( need to test them all )
do the NPCs target the correct part of the hitbox?
a slight adjustment - it looks like the center of the ship is below the mainframe - at the joint of the lower pylon with the mainbody - can you adjust it a bit upwards - so that the autoaim aims for the body and not the joint? otherwise you get the "titan-effect" where the autoaim forces a player to aim for a thin layer of armour instead of the large ship below it.
Very nice. Question, did you directly copy the Falcata's stats for that video? Or make your own? Seems a bit too fast for my liking, but nothing that can't be changed.
I do think the model turned out quite well though.
' Wrote:does the hitbox work? - many a hitboxes look fine in HardCMP but totally fail in multiplayer practice.
some hitboxes don t register collision with static objects - or mobile objects - or players - or damage types - etc. ( need to test them all )
do the NPCs target the correct part of the hitbox?
a slight adjustment - it looks like the center of the ship is below the mainframe - at the joint of the lower pylon with the mainbody - can you adjust it a bit upwards - so that the autoaim aims for the body and not the joint? otherwise you get the "titan-effect" where the autoaim forces a player to aim for a thin layer of armour instead of the large ship below it.
The hitbox seems to be okay. Did you watch the video? The two BH NPCs got my shield down and did some damage to my hull. It'll still need testing in multiplayer of course, though I can't do that on my own due to connection problems. But that's not so much of a problem until it's due to be added to the mod, I think. I'll see if I can get it tested none the less.
' Wrote:Very nice. Question, did you directly copy the Falcata's stats for that video? Or make your own? Seems a bit too fast for my liking, but nothing that can't be changed.
I do think the model turned out quite well though.
Yes it has the same stats as the Falcata in the vid. It actually felt a little bit sluggish to me, particularly when it was auto-leveling.
i suggest changing the cockpit glass to that of the borderworlds ships. you can do this in UTF editor. the model as i already told you is really good. also, if the hitbox comprises of convex parts, it'll work. any concave shape and chances are it wont. best way to test the hitbox is
a) either take the ship shieldless in manhatten to a trade lane and let the turret shoot you, while you turn the model around to see if every shot hits/passes through,
b) (the better option) make your server, invite someone to fly the ship or you fly it (basically sit in it shieldless while the other person does all the work), and either one of you who isnt flying it, using a justice mk 1 as a tracer, shoots every part of the model to make sure hits register all over the hitbox and that there arent any gaps. remember to test this from top, bottom, left, right, front, back, and even 45 degree angles from the front and back of the ship (yeah, we found holes in hitboxes at that angle but at no other angle)
personally i do both, since that allows manual testing and also prevents wasting others' time as well if you can find the problem yourself.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
' Wrote:I won't be putting torpedo tubes on this model. End of discussion.
' Wrote:Wait a minute.. what did you do to the cockpit glass?!
I don't know. It's an error I keep getting with the Mat file. It happened when I tried to fix the Greyhounds' textures also, I'm not sure what's changed (First time I exported the Greyhounds' model it was fine) but I don't know what's wrong. It may be because I'm using DDS instead of TGA now, cause that's the only thing I've done differently.
' Wrote:i suggest changing the cockpit glass to that of the borderworlds ships. you can do this in UTF editor. the model as i already told you is really good. also, if the hitbox comprises of convex parts, it'll work. any concave shape and chances are it wont. best way to test the hitbox is
I forgot to convex them the first time, but I fixed that before I made the video. I used the convex tool you provided in your tutorial. I might need some help with the UTF editor to fix the cockpit glass. It only looks funny when you're docked on a base.
yeah, i can help ya with it. if you got skype, go ahead and add me (ill pm you mine in a sec, aint spreading it publicly, got enough skype spam going on <.< ) and ill see what i can do for ya.
Nice Job... I think the Cutlass is actually sexier than the Falcata...
This is only my opinion however, so I'll be blunt. The Falcata's too smooth and shiny compared to the new "vanilla-version" cutlass, so it WOULD be a great bomber for the border-world-ship series. The Falcata, however, seems to be more like an attempt of the Nomads to replicate a human fighter they encountered... no offense...
But, like all bombers (or at least relatively like), they need more crew to pilot effectively... I suggest you beef up the Cutlass' cockpit space, or look like it can hold more people. Needless to say it would be a bit OORP to have only one pilot carrying all the power to take down a battlecruiser... Unless... the Border-World-Shipyards have made a revolutionary way to save up on crew space to limit casualties... That remains to be seen...
Also, the dagger and the Stilleto aren't EXACTLY the same in basic shape: I have vaguely noticed that the dagger has a shorter snout, wherein the Stilleto is a niche longer...
Suffice to say, I think the Cutlass will be a great "vanilla-version" fighter... good job... Good job...:yahoo:
' Wrote:But, like all bombers (or at least relatively like), they need more crew to pilot effectively... I suggest you beef up the Cutlass' cockpit space, or look like it can hold more people. Needless to say it would be a bit OORP to have only one pilot carrying all the power to take down a battlecruiser... Unless... the Border-World-Shipyards have made a revolutionary way to save up on crew space to limit casualties... That remains to be seen...
Not all bombers require more than one pilot, I believe. Notable examples are lighter and smaller bombers, like the Rhienland Snubnose and the Golden Chrysanthemums' Orchid. The existing Falcata only has one pilot, also. But, the Falcata is one of the 'light' bombers, having the 48K powerplant (even though they're not 48K any more), the same as the Kusari Bombers. The heavier bombers are the ones that require more than one pilot to fly.
Quote:Also, the dagger and the Stilleto aren't EXACTLY the same in basic shape: I have vaguely noticed that the dagger has a shorter snout, wherein the Stilleto is a niche longer...
Suffice to say, I think the Cutlass will be a great "vanilla-version" fighter... good job... Good job...:yahoo:
You're right, they're not exactly the same. However, I did try extending the nose on the Cutlass, it looks horrible, even slightly. But the rest of the body stays constant (and the Stiletto and Sabre have the same length nose)
Also, I managed to fix the texture issue with the Cutlass' cockpit. It's all proper and working now.