Neat, more stuff to play with.
Does this also mean that it could be possible to add a gunner position to more ships ala YT1300, 2000, Falcon if you can find the relevant data in the exe via another hook like this?
After derping around with the numbers, and them making no sense, and the model doing silly things. I realized, through all my overthinking the issue, the meshes all start out from 0, not 1. I guess my headcold is effecting my reading comprehension.
Escort Shuttle
Code: Select all
;mesh index, angle, closing speed, opening speed
3, 96, 2, 2
4, 96, 2, 2
6, 96, 2, 2
7, 96, 2, 2
10, 96, 2, 2
11, 96, 2, 2
T70
Code: Select all
;mesh index, angle, closing speed, opening speed
2, 8, 1, 1
3, 12, 1, 1
4, 12, 1, 1
5, 8, 1, 1
7, 12, 1, 1
8, 12, 1, 1
10, 8, 1, 1
11, 8, 1, 1
12, 12, 1, 1
13, 8, 1, 1
14, 8, 1, 1
15, 12, 1, 1
16, 12, 1, 1
17, 8, 1, 1
18, 8, 1, 1
19, 12, 1, 1
5) "Look", "Up", "Right" define the rotation direction.
6) [Model]SFoils.txt applies to both base opt and exterior opt
5. How do you modify the rotation direction? Can it done via hook, or is that defined in the opt? If it's defined in the Opt, since each of those fields have three different places to put numbers, what does that imply and how would one go about making their desired changes? If it can be done via hook, how is that accomplished?
6. It seems to effect the cockpit opt as well, perhaps only if there is no exterior opt to reference, the default cockpit when testing the escort shuttle transformed when opening or closing the foils.
Also, I'm not sure why but after assigning what seem to be the correct meshes to the S-foil file for the gunboat, nothing is moving at all, which is odd because the skipray meshes move, they are just not rotating the direction I want them to.