Thread: [REL] Small Motor Coaster
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Old 04-07-20, 10:13 AM   #6
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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You made it kapuhy

To my knowledge, this is the first fully fledged AI unit ever released for SH5 directly in GR2 format, and she looks nice too. Bravo!

Out of curisosity: I have noticed that your ship doesn't include any FX file.
As far as I can understand, those files are used for linking certain bones (opportunely placed around units' 3D meshes) with explosions/fire/smoke effects stored in Baza_FX.dat. A perfect copy of the same bones, but without 3D meshes, is also found in the *_FX.GR2 file of each stock sea unit though, to be honest, I don't understand the need for this redundancy.

More in general, I have not clear how the said effects are triggered by ship damage and how they interact with the effects linked to damage zones (see note below), nonetheless you have probably noticed how in SH5 fires and smoke seem to come out from portholes, doors, etc. where one of the stock ships has been damaged, and I am pretty sure that such a precise effect placement is achieved by means of those files.

Have you tried experimenting with them?

NOTE: a possible mechanism, but that's just my speculation, is that whenever a damage box is damaged beyond a certain level, and a given particle effect is triggered (according to Zones.cfg settings), the game checks if the damaged box overlaps one or more FX_* bone linked to the same effect. If yes, one instance of the said effect will originate from each of those bones, otherwise one instance of it will originate from the center of the box (or maybe from where the last impact has happened)
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