WIP: Supremacy Dreadnought
Posted: Mon Jun 24, 2019 12:40 am
Okay, this is merely a proof of concept at this point, so don't get "too" excited just yet as there will either be caveats or work arounds to get this fully functional, per-se.
As it stands, the wingspan is canonically accurate at 60km. As you can see there are no triangulating to infinity bugs at any point ingame thus far (though to be fair this is technically fixed).
However, there is a catch. As some of the more experienced of us know (DTM) certain large meshes disappear at certain angles, at certain resolutions, at a certain distance. The interesting thing with this particular opt at this point, is that it only disappears when you are "close" to the model. Point of reference what I would define as "close" for this is less than 10km, you can't even see the whole thing unless you're in third person, and even then it's kinda hard to do even then. Which is when you run into the disappearing act.
A few things to note:
Scaled to 25km width single opt, it's still rather massive but it's not quite as impressive. It does not vanish at a given range.
Scaled to 60km as a single opt is absolutely immense, you start getting jammed between 9-6km distance, so getting close does you no good either way. (But it does dissappear when "close") One would need to intentionally keep their distance, or risk losing their "immersion".
Splitting this into three 20km sections would be ideal aesthetically, but then it is unavailable in skirmish mode and must be scripted in and placed precisely by hooking in to replace three different opts, and requires being set to untargetable, and invincible.
Alternately some more care could be put into it and each section (classed as a station) could be modeled to be destructible and have stats to match with damaged sections being visible when one section is destroyed. (I'm toying with this idea) The downside is that this uses three slots and requires careful placement via mission file.
In any case unless it gets scaled down to 25km, it's so huge it really doesn't warrant needing to move since it's pretty much perpetually in range (in skirmish) 100% of the time barring a custom scripted mission file. And canonically it's so huge it's rarely been moved until post end of the "cold war", and functions as shipyards, manufactories, dry docks, training grounds, ect, so moving it probably isn't overly practical and generally not necessary, there's literally nothing barring a death star that could take it on*. (*without serious shenanigans)
I'm leaning towards the third option, but it'll take longer to release since I have to figure out positioning based on replacing specific opts via hook and making sure the meshes all line up correctly, and then requires cutting it into thirds, vice the two halves it's currently is in, and I haven't really played around with that at all. Unlike DTM's Cloud City, I can't simply make a single mesh and replace a single opt simply due to the fact it's not a circular "symmetrical" design.
That said, I'm open to suggestions at this point.
As it stands, the wingspan is canonically accurate at 60km. As you can see there are no triangulating to infinity bugs at any point ingame thus far (though to be fair this is technically fixed).
However, there is a catch. As some of the more experienced of us know (DTM) certain large meshes disappear at certain angles, at certain resolutions, at a certain distance. The interesting thing with this particular opt at this point, is that it only disappears when you are "close" to the model. Point of reference what I would define as "close" for this is less than 10km, you can't even see the whole thing unless you're in third person, and even then it's kinda hard to do even then. Which is when you run into the disappearing act.
A few things to note:
Scaled to 25km width single opt, it's still rather massive but it's not quite as impressive. It does not vanish at a given range.
Scaled to 60km as a single opt is absolutely immense, you start getting jammed between 9-6km distance, so getting close does you no good either way. (But it does dissappear when "close") One would need to intentionally keep their distance, or risk losing their "immersion".
Splitting this into three 20km sections would be ideal aesthetically, but then it is unavailable in skirmish mode and must be scripted in and placed precisely by hooking in to replace three different opts, and requires being set to untargetable, and invincible.
Alternately some more care could be put into it and each section (classed as a station) could be modeled to be destructible and have stats to match with damaged sections being visible when one section is destroyed. (I'm toying with this idea) The downside is that this uses three slots and requires careful placement via mission file.
In any case unless it gets scaled down to 25km, it's so huge it really doesn't warrant needing to move since it's pretty much perpetually in range (in skirmish) 100% of the time barring a custom scripted mission file. And canonically it's so huge it's rarely been moved until post end of the "cold war", and functions as shipyards, manufactories, dry docks, training grounds, ect, so moving it probably isn't overly practical and generally not necessary, there's literally nothing barring a death star that could take it on*. (*without serious shenanigans)
I'm leaning towards the third option, but it'll take longer to release since I have to figure out positioning based on replacing specific opts via hook and making sure the meshes all line up correctly, and then requires cutting it into thirds, vice the two halves it's currently is in, and I haven't really played around with that at all. Unlike DTM's Cloud City, I can't simply make a single mesh and replace a single opt simply due to the fact it's not a circular "symmetrical" design.
That said, I'm open to suggestions at this point.