Editing S-Foils

A Forum dedicated to the Suggestion, Creation and Editing of XWA Dynamic Link Library Files

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Re: Editing S-Foils

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Darksaber

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Post by Darksaber » Thu Dec 27, 2018 11:48 pm

Nearly missed this

Thanks
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Rookie_One1
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Post by Rookie_One1 » Mon Feb 11, 2019 11:17 pm

stupid question : does the S-Foils close automatically for ships that usually do when they go in hyperspace and reopen when they exit ? (such as the B-Wing and the X-Wing) ?
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JeremyaFr
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Post by JeremyaFr » Tue Feb 12, 2019 7:39 pm

The S-Foils will be opened when you exit hyperspace.

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Feb 13, 2019 6:33 am

It doesn't look like the s-foils are actually manipulated for hyperspace. I see npc X-Wings go into and emerge from hyperspace with s-foils open all the time. And switching quickly to exterior view after emerging from hyperspace does not show them opening (unlike at mission start). The actuation sounds do play, though.

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Post by Rookie_One1 » Wed Feb 13, 2019 1:42 pm

Sorry, badly formatted question Jeremy,

I meant that for some of the craft, in vanilla game(for player ship at least) (and in lore), they jump to hyperspace with s-foils closed (X-Wing and B-Wing for example).

In the game, it meant that the s-foils would close automatically when you entered hyperspace and reopen automatically when exiting hyperspace (or maybe the game just play the sound for opening/closing the s-foils)

Anyway, Keiran answered, it look like the vanilla behavior is still there

Now, the big question is whether it's only present for those that is supposed to do that, or does it affect all craft with s-foils
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Post by JeremyaFr » Sun Sep 01, 2019 7:43 pm

WIP
Hello,
Here is a WIP version of the sfoils hook.

EDIT: link removed

When hyper out of hyperspace, the S-Foils of the AI controlled crafts will start closed and then they re-open.

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General_Trageton

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Post by General_Trageton » Sun Sep 01, 2019 10:04 pm

I gave it a quick test with the VSD in skirmish mode. Unfortunately it doesn't seem to work there. Had an ATR capture an enemy VSD. Once captured, it hypered out right away without closing the wings. Can somebody confirm it in a mission?
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Rookie_One1
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Post by Rookie_One1 » Mon Sep 02, 2019 1:17 am

On it boss, will test ASAP
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Post by Rookie_One1 » Mon Sep 02, 2019 1:27 am

Sorry for double posting : Tested on B0m9, confirm it work when you hyper in (get in an area), it does not work when you hyper out (get out of an area)

When I check, Green 1 had it's s-foils opened when hypering out of area 1, but when arriving in area 2, it's s-foils were closed
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Post by JeremyaFr » Mon Sep 02, 2019 5:16 am

Sorry. There is a typo: it's "out of hyperspace", not "out to hyperspace".

"into hyperspace" is not yet implemented.

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General_Trageton

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Post by General_Trageton » Mon Sep 02, 2019 5:31 am

Ah lol ok that explains a lot XD
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Post by JeremyaFr » Mon Sep 02, 2019 8:25 pm

WIP

Hello,
Now the S-Foils are closed before entering into hyperspace.

EDIT: link removed

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General_Trageton

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Post by General_Trageton » Mon Sep 02, 2019 9:18 pm

Just tested it with my vsd test mission. Works like a charm! Great job, Jeremy.

Only one thing I was wondering: Is 1 the lowest possible rotation speed? For the VSD I'd like to have the wings open/close a bit slower to give it more grandeur. Also, the closing animation seems to be a bit faster than the opening...
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Post by Rookie_One1 » Mon Sep 02, 2019 11:48 pm

hmm, what about trying 0.5 ?
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General_Trageton

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Post by General_Trageton » Tue Sep 03, 2019 5:00 am

Tried that but then the wings won't move at all.
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Post by JeremyaFr » Tue Sep 03, 2019 11:34 am

The rotation value is stored as an integer. So the minimal value is 1.

I think that the animation being to fast is due to the fps. I will fix it. The game assumes a fps of 29.

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Post by JeremyaFr » Tue Sep 03, 2019 4:11 pm

WIP
Hello,
I've improved a bit the S-Foils animation speed.

EDIT: link removed

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General_Trageton

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Post by General_Trageton » Tue Sep 03, 2019 6:53 pm

Hmm that didn't work too well I'm afraid.
The rotation animation stutters severely, meanwhile all the 2d animations and the rotation speed in the library are noticably sped up.
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Post by JeremyaFr » Tue Sep 03, 2019 8:15 pm

I've found how to slow down the s-foils animation on a per craft basis.

I will add 2 settings to the ini file:
- one for disabling the closing and opening in hyperspace.
- one to slow down or speed up the animation. By default, the value will be 15: 1 is increased or decreased every 63 milliseconds. This value will be defined in the ini file. For instance, if you set the value to 29, then 1 is increased or decreased every 123 milliseconds.

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue Sep 03, 2019 8:36 pm

So this new setting would apply to all rotary meshes, and sets the base speed of the animations, in units of approximately 4.2ms?

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Post by Rebelyell » Wed Sep 04, 2019 2:28 am

So something interesting in skirmish. I was trying the S-foil hook and I copied the files into the appropriate directories and this happened at the end of the mission:

Image

Also it seems that only the flight leader will actuate s foils. Wingmen still jump with s-foils open.

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Post by ual002 » Wed Sep 04, 2019 3:06 am

Oh, I'm looking forward to this.
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Post by Darksaber » Wed Sep 04, 2019 8:46 am

JeremyaFr wrote:
Tue Sep 03, 2019 8:15 pm
I've found how to slow down the s-foils animation on a per craft basis.

I will add 2 settings to the ini file:
- one for disabling the closing and opening in hyperspace.
- one to slow down or speed up the animation. By default, the value will be 15: 1 is increased or decreased every 63 milliseconds. This value will be defined in the ini file. For instance, if you set the value to 29, then 1 is increased or decreased every 123 milliseconds.
Is the speed one for individual craft or will it be per mesh?
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Post by JeremyaFr » Wed Sep 04, 2019 3:19 pm

keiranhalcyon7 wrote:
Tue Sep 03, 2019 8:36 pm
So this new setting would apply to all rotary meshes, and sets the base speed of the animations, in units of approximately 4.2ms?
The setting will apply to all s-foils meshes.
Darksaber wrote:
Wed Sep 04, 2019 8:46 am
Is the speed one for individual craft or will it be per mesh?
The setting will be per craft, not per mesh.

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Post by General_Trageton » Fri Sep 06, 2019 4:00 pm

Hey Jeremy, I just had a thought occur to me:
As I wrote earlier, the last patch sped up all the 2d animations ingame as well. Now, I was wondering, if you're able to slow down the various rotation without sacrificing their individual FPS, would you also be able to individually speed up or slow down 2d animations? Unless it's been done already and I'm just out of the loop, this could mean explosions with way more frames and as such a more smoother animations. Same goes for hyperspace etc.

If that was already done and I just missed it, don't mind me, move along! :D
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