Need help: intro script %(
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the start and stop percentages are relative values to the length of the path. 0 would be the first point, 1 the last. you can set up any float within these range to start and stop a ship. if you e.g. want ships to fly opposite of the actual path direction, you can make the start percent higher than the stop percent.
the offset is, how much is your ship set away from the actual path. it is relative to the main coordinate system, not to the path. with 0, 0, 0 the ship is directly on the path. with e.g. 10, 7, -3 your ship is 10m to the right, 7m above and 3m in front of any point of the path it would actually reach. so, if you want the ships to fly parallelic, you don’t have to make 3 paths, you can just set some ships just beside the path while the direction and length of flight would be kept.
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Yep, thanks a lot
http://img46.imageshack.us/img46/6079/30591470.jpgLast step is attaching engines, but i think i do it by myself.
Thx!!111 -
And why the ships can be black? O.o
http://img51.imageshack.us/img51/6365/33023472.jpg -
the sun is a simple psys entry (effect entry) with the template of a sun. the suns (at least most of them) are by default listed in .\data\solar\stararch.ini
for the ships: you have the compound objects (ships and solars) and lights. both have a parameter called “lt_grp” (lighting group). as long as your light sources have the same lt_grp value as your compounds, the light sources affect the drawing of your object.
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There are NO suns in FX. I want to take a normal sun to my intro, but i cant because they have no ALE! There aren’t any suns in FX!
These 2 ku_x_suns are small as ships.
I don’t ask to do my #$%% job, imma just asking a normal question to more experienced people in this subject. -
How to rotate object a bit?
My changing of “orient” option makes this facepalm:
http://img263.imageshack.us/img263/5476/37854664.jpg