Topic: editing break models  (Read 1440 times)

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2step

  • Guest
editing break models
« on: October 25, 2003, 08:17:32 am »
is there any way to edit the break models to show effects such as shoet circuting electronics etc? Whether it be for a ship or a base.

3dot14

  • Guest
Re: editing break models
« Reply #1 on: October 25, 2003, 12:21:27 pm »
Short circuiting? do you mean the flicker before ships explode in SFC3?

If so, then there is no known method. Since that's not part of the break model. Break model only provide the number and shapes of peices the ships break into and how they pivot.
Anything more then that (i.e. the flicker, the smoke, shockwave) are functions of the game engine, and cannot be modded.

Smiley

  • Guest
Re: editing break models
« Reply #2 on: October 25, 2003, 06:19:15 pm »
You could add small meshes that look like debris with special textures with lit electricals and flames on them, in addtition to the cutting up of the model etc. Sadly we can't have damage sprites and what-not  

2step

  • Guest
Re: editing break models
« Reply #3 on: October 27, 2003, 01:25:28 am »
Well , i meant the inner  views of the break models as they have broke and are drifting away.
Such as the astroid base , when you destroy it , they inner parts ( parts not seen before the distruction of the base) look to me as if it were a tie dye , instead of allot of ferengi bars getting closed for good .

so i was wondering , are the textures of the break models able to handle any modding to reflect  a better sence of dead ferengi bars and holodecks , or am I smoking a pipe dream .
thx for the replys  

Captain KoraH

  • Guest
Re: editing break models
« Reply #4 on: October 27, 2003, 02:18:06 am »
YES! You can take the stock and rather bland looking "break caps" and replace them with more detailed ones. The problem is that you only see them for a second or two, and if you want the detail to be clearly visible the decks might need to be out of scale.

The ultimate SFC3 break model:

1. Ship breaks up along hull lines where logical fractures would occur.

2. Several parths of the ship are made to explode away as if a secondary explosion occured.

3. TONS of pieces!

4. Tiny little figures of people flying away from the debris off into space...

5. Life pods! Someone has been doing this for quite some time in SFC2 I think.

6. Better break cap textures, showing people running, force fields failing, corridors, turbolifts, quarters ect.

All this  can  be done, but nobody has yet.  

Smiley

  • Guest
Re: editing break models
« Reply #5 on: October 27, 2003, 06:16:36 am »
I've been using escape pods for nearly all of my models for quite some time. I would add at least some of these features to my break models, but the general feeling once you have actually finished a mesh and got it textured and HPd is that you want it out there ASAP and fancy break models obviously add to that time by quite a bit - especially if you want fancy graphic effects on the textures!

2step

  • Guest
Re: editing break models
« Reply #6 on: October 27, 2003, 09:27:21 am »
Now i just have to learn how to create models and break models , then add the special flairs to it lol.
thanks guys for the info , I have a long road ahead of me to be able to do all the stuff I am invisioning
BTW-I only have SFC:OP and am poor so it will be awhile before i can have the extra advantages of EAW orSFC3 ,
thanks again for the info guys
   

Stormbringer

  • Guest
Re: editing break models
« Reply #7 on: October 27, 2003, 09:59:02 am »
If you can find it EAW will be very cheap as it is older than OP. I believe someone found one the other day for about eight bucks.