Craft creation

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wdboyd
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Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

Craft creation

Post by wdboyd »

Salutations,

I have all of my craft in their own individual folder. I have recently checked out another modders craft. [:D]

He has all of his craft in one ship folder with various different .mag files that combine to create different variations of his craft. Pretty neat.

I recently started working on adding cockpit/pilots to show on my fighters and attack craft. I have the desired cockpit .mag files.

How do I go about placing them in and on my craft? [&:] This isn't obviously apparent based upon the .def files.

Any information would be appreciated. Thanks. [:)]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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Dragonlead
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Joined: Sun May 16, 2004 6:25 am

RE: Craft creation

Post by Dragonlead »

wdboyd,

I went back and reread ronin's post. From the sound of it, the cockpits/pilots are an integral part of the ship shape's .mag file. To "see" the cockpit, you have to use the F2 "chase" view. Normal F1 would then give you the normal flight sim feel of the "invisible" cockpit. I use this trick alot on my cap ships, because my bridge is invariably way back from the front of the ship.

V/R
USAF Ret.
piratemonkey
Posts: 10
Joined: Thu Jul 08, 2004 10:10 pm

RE: Craft creation

Post by piratemonkey »

With the help of Google Search, and some playing around with this in the past....

Link: Custom Cockpits

Cockpits are their own seperate .mag file that need to be placed in the same location as the ship model.

The location of the Camera within the cockpit (pilots POV) should be the 0,0,0 point in magic (ie. position the cockpit model so that the 0,0,0 point in magic is where your head would be if you were sitting in the cockpit).

In the ship's .def file, you need to set the parameter "cockpit_model" to be the name of your cockpit .mag file.

In game you can access Cockpit view by using Shift+F1.
If the craft has a cockpit file associated with it, it should switch views. If not, I think it defaults to the standard view.

Hope that helps...


MQG
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Joined: Tue Feb 28, 2006 3:40 am

RE: Craft creation

Post by MQG »

You also should use cockpit_scale.

I like keep my models sepeate also. One folder could look like this....

Detail 0x
MESH01.MAG----Usually Main Hull
MESH02.MAG----Meshes that need Illumination
MESH03.MAG----Meshes that need Transparency...like cockpit glass
MESH04.MAG----Cockpit Model--so you can see it from the orbit camera
Any additional meshes can be used at this point.

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wdboyd
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Location: Ohio U.S.A

RE: Craft creation

Post by wdboyd »

Salutations,

Thanks for all of the information. Great. [:'(]

Now, all I have to do is create the models. [:D]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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Dragonlead
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RE: Craft creation

Post by Dragonlead »

Nice Work Pirate!

Gives me a whole new set of things to create!!

V/R
USAF Ret.
CnnfdrTerris
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Joined: Thu Feb 23, 2006 4:33 pm

RE: Craft creation

Post by CnnfdrTerris »

so just as in the link the cockpit has to be where the view point is 0, 0, 0. is it only this point or can it be the view point be moved?
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wdboyd
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Location: Ohio U.S.A

RE: Craft creation

Post by wdboyd »

Hi,

As in all positions, I think it can me moved to get the position and look that one desires. [:)]

It depends on how your model(s) is positioned in magic.
"Time is a great teacher, but unfortunately it kills all its pupils!"
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