Nomad Elite Fixed
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The released Freelancer Beta 1 included the original Nomad Elite ship.
Since it didn’t had a .sur file, LoDs or an actual model version and old textures, I fixed it up:
- re-exported to update data format
- animation “Sc_close spike” still working, but no moving sur meshes!
- changed weapon names
- corrected rotation range of weapons
- added HpCloak01, HpThruster01, replaced Hp_1_01 with HpTorpedo01
- updated to todays nomad textures
- created .sur file supporting all listed hard points
- added 2 level of detail models
- added low detail wireframe model
Example files for shiparch, loadouts, faction_prop and npcships entries included (based on vanilla Freelancer).
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Good of you to be making the effort on these models Skotty, much appreciated, so thanks!
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Gisteron wrote:
Shall I download it and make some anyway?If you want, I could provide a “modernized” CMP version, too.
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Thing is, I’m pushing a fellow of mine who happens to be a high tier programmer with a certain understanding of Freelancer, that he looked into animation triggering…
So when I see something that’d look harmonious on cruise charge-up it sort of itches me to start up my editors - even if all it results in is that pathetic animation demonstration of what I did to the nomad fighter last time, which noone dared asking me to share.
[/if-y’know-whatta-mean] -
Gisteron wrote:
Thing is, I’m pushing a fellow of mine who happens to be a high tier programmer with a certain understanding of Freelancer, that he looked into animation triggering…So when I see something that’d look harmonious on cruise charge-up it sort of itches me to start up my editors - even if all it results in is that pathetic animation demonstration of what I did to the nomad fighter last time, which noone dared asking me to share.
[/if-y’know-whatta-mean]My core idea was: only very few servers have animation-playing FL Hook, and also, as far as I know they dont use any Nomad Fighters.
But, however, I will create the CMP version for you.Yes I know, why didn’t I do it from the beginning? Honest: Lazyness + sur meshes for moving objects don’t collide for the player. (I will make them static now, regardless of the animation)
Edit:
Ok, replaced download link with new CMP version. Everything, except the DArchetype path, remains the same.
Animation is working!Does anyone want to have ALL Nomad ships with spike-closing animation?
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Skotty. wrote:
Does anyone want to have ALL Nomad ships with spike-closing animation?Hey Skotty, if its not much of a problem and till is fresh, can you please make them (hope so not only for me) and finish this story?
I rly wish that some day all FL animations will be available through command or action (dock, cruise) like jettison cargo is.Thanks a lot!
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I will, as soon as I do have time for this.
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bay_door_anim = Sc_open spike
in shiparch. Now it’s used for the baydoors.
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Thanks for the info
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Still not working for me, so here’s what i’ve done, i put these lines into shiparch,
bay_door_anim = Sc_open spike (as you suggested)
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02That’s how the code is on most of the vanilla ships, actually took that from the liberty freighter. Seeing as the nomad elite has those hardpoints, figured it should work. I can jettison and pickup cargo but no spike animation
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That’s ok sumanuti, i just did, works great! Thanks for the tip
The animation is there, plus i added a few extra hardpoints i needed for my project, the important thing was to get the animation working which thanks to you, is now working great.