Planet Sprague docking sequence
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Yes, that script is the culprit, you’re quite right. We have most of it done as i gave it to my other half to sort out so she’s the one to moan at when its all done. From what i’ve seen looking over her shoulder, we have the player ship zooming over the landscape (no Juni), then a cliff scene, a long sequence of landscape and no ships which we’ve deleted, then down a valley and into the tunnel. All showing the player ship only. Descent into tunnel, (player ship only) and landing sequence. She’s just sorting out a timing issue at the moment with the landing part. Once that’s all done i’ll throw a base together with the sequence to show it off
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Proof of concept video for the Planet Sprague docking sequence in multiplayer
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And one more 4 our THN wizzards:
I m curious about the ‘Hovis Race’.
It could be possible,
to get that part changed to a kind of special mission.
Get in the bar, beat Hovis, get some money, info, equipment, …I m 2 silly 4 that, but ……
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Meh, All you have to do is find the sequence in the cutscene file and remove the bits you want to, and add lighting and things.
There’s a chance you’re gonna have to code the undocking sequence pretty much from scratch. Splinepaths are horrendous work.
Have Fun.Oh, and as for the Hovis Race, I did Have one looping as a THN menu Screen, although I never finished it, I was quite fun to watch two (or Three) ships going round. I was trying to code it so the ship the player last flied would Feature, but the Menu Screen didn’t like it when It was a ‘blank’ entry and went weird.
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@Ruppetthemuppet:
Meh, All you have to do is find the sequence in the cutscene file and remove the bits you want to, and add lighting and things.
There’s a chance you’re gonna have to code the undocking sequence pretty much from scratch. Splinepaths are horrendous work.
Have Fun.If it was that easy then it would have been done by now ::) We’ve completely deleted all the non essential code regarding the docking sequence and it has not been easy. As to the undocking sequence, it’s not worth doing as by the time you delete all the SP stuff, there’s only about 5 or 6 seconds worth of taking off scene to worry about. Not really worth bothering with
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;D
… sorry 2 say Gibbon:
Your statements can’t touch those of Ruppert.
But your work is OUTSTANDING. -
wow, very nice proof of concept. i would like to achieve the same effects with the new custom bases in freeworlds. looking for the tutorial now.
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Indeed sir, it gives me a headache and makes me want to hit things just thinking about the editing done for this :-X
Looks great, would be nice for some mod storyline quests.You have no idea of the domestics this has caused lol. As stated earlier, i’ll release this once we’ve got the base 100%. We’ve had a look at the takeoff script for Sprague but we’re not going to bother with it as once you delete all the SP stuff, there’s only about 5 or 6 seconds of takeoff animation, hardly worth the effort tbh
Going to do a proper Pygar one next as the last version that someone made wasn’t exactly perfect. I’ve already got the ship to land properly on Pygar so that’s a start i guess
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@Gibbon:
@Ruppetthemuppet:
Meh, All you have to do is find the sequence in the cutscene file and remove the bits you want to, and add lighting and things.
There’s a chance you’re gonna have to code the undocking sequence pretty much from scratch. Splinepaths are horrendous work.
Have Fun.If it was that easy then it would have been done by now ::) We’ve completely deleted all the non essential code regarding the docking sequence and it has not been easy. As to the undocking sequence, it’s not worth doing as by the time you delete all the SP stuff, there’s only about 5 or 6 seconds worth of taking off scene to worry about. Not really worth bothering with
I think you’ll find what Rupert meant is that simply put… the whole animation is there for you already, the paths, the lights, the backgrounds, the animations - the lot is set up.
Yes, you may have to remove items… but that’s nothing compared to putting them inSo, for example, the take off script may actually require someone to build it. Is it possible? Of course, Accushot was very proficient at THN files by the end - he created several cutscenes involving juni, trent and others interacting on Manhatten - whilst creating a new single player storyline (which worked, well - for the first 3 missions he coded) and the associated cutscenes of fights and ambushes of trade lanes… so they can be built from scratch or use existing backgrounds and build them from scratch. You’ll obviously have to do that for the take off, instead of just removing existing bits from an existing cutscene and saying “done it”.
All the backgrounds are there, all the examples are there - you should be able to basically reverse the landing scene with a ship orientated the other way, and voila done.
Course, it will take a LOT of effort and a LONG time to do so. I think Accushot found it simple but very lengthy process due to his programming knowledge being a major plus point. For you, is it worth it? By the sound of the troubles of the landing sequence - I’d say not But to anyone who’s great with cutscene creation - it can be done, so give it a shot
p.s I know that sounds really flippant towards what efforts were put into making the docking sequence work I once tried and instantly abandoned the idea of thn files, I couldn’t do them at the time and have no inclination now. It looks great though for a docking sequence, the most interesting in the game. It would, however, be cool to have it’s launch sequence coded up as well though - which whilst it’ll be many times harder than the docking, can be done
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Ha! you should see what I have in Dev for FLWT and Antares… The Landing Sequences are AMAZING… thereàs are people on walkways and the works… however, iàm not permitted to release the antares ones at the moment, and I donàt have access to them here as it is… (Roma) ;D
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Ruppet i really cant effing wait to see what your doing