Custom Hangars
Moderator: JeremyaFr
Re: Custom Hangars
- Driftwood
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Dtm and I have been discussing several options ranging from custom rotating tie fighter opt using the s foil hook [tons of work) inverted gozanti for a hangar floor, to modified gozanti opt with some kind of tether extended out for docking purposes to avoid clipping, but no work has been done as far as I know at this point either way.
Last edited by Driftwood on Sun Jul 21, 2019 9:02 pm, edited 1 time in total.
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Reporting some strange behavior. Noticing a lot more crashes and I'm having trouble narrowing it down to the Hangar hook or 32 bit color hook. I think I'm noticing definite crashes with the setting for flight group color for [HangarMap] if I accidentally set a flight group color for an object that lacks that FG color. Might be good idea to check if its set to default to last flight group color if that specific one is not available.
It does function otherwise.
It does function otherwise.
- JeremyaFr
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Can you attach a crash report from the events viewer?
- Darksaber
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Quick Q.
1. Jeremy, does the marking setting apply to any craft in HangarMap.txt and FamHangarMap.txt or just the Shuttle?
This question only applies it you answer "Yes to any craft" to the above question
2. Also what happens if you add the marking setting to a craft or object that doesn't have any other FG's
;ModelIndex_315_HangarWorkStand
315, 3. -1065, -306, 0x7FFFFFFF, 16600, 0
We know the hangarworkstand doesn't have any other FG's
Will the craft just show the "0" FG or will the game crash, because your trying to set a FG to a craft or object that doesn't have any other FG's
If that makes sense
Thanks
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
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- John Lydgate
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- JeremyaFr
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1) It applies to any craft.
2) If you set a marking to a value greater than or equal to the FG colors count, then the last one should be selected.
2) If you set a marking to a value greater than or equal to the FG colors count, then the last one should be selected.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
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WIP
Hello,
Here is a WIP hangar hook to set the hangar floor above the player craft.
EDIT: link removed
To invert the hangar floor, set "IsHangarFloorInverted = 1" in "HangarObjects". When set to 0, the floor is below the player craft. When set to 1, the floor is above the player craft.
This is what is implemented:
Hello,
Here is a WIP hangar hook to set the hangar floor above the player craft.
EDIT: link removed
To invert the hangar floor, set "IsHangarFloorInverted = 1" in "HangarObjects". When set to 0, the floor is below the player craft. When set to 1, the floor is above the player craft.
This is what is implemented:
- hangar floor above or below the player craft
- hangar objects elevation
- player craft elevation
- launch animation
- re-enter animation
- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
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Testing this with the Pilot Proving Ground Hangar
Well it works to a point, with the preloaded xwing, the craft is under the hangar, the animation works fine
but if you switch to another craft it reverts back to the craft being on top again, even if you switch back to the original xwing
But the flight animation is still inverted and apart from the take off/landing shuttle the other hangar objects and craft are still under the hangar floor
Also any object that isn't set to 0x7FFFFFFF is above the floor, but as this doesn't really matter as the object would be blanked out
Well it works to a point, with the preloaded xwing, the craft is under the hangar, the animation works fine
but if you switch to another craft it reverts back to the craft being on top again, even if you switch back to the original xwing
But the flight animation is still inverted and apart from the take off/landing shuttle the other hangar objects and craft are still under the hangar floor
Also any object that isn't set to 0x7FFFFFFF is above the floor, but as this doesn't really matter as the object would be blanked out
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
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Thanks for testing.
I will fix the position of the player craft when you switch to another craft.
I will then modify the animation when you re-enter the hangar. For now, the animation is not inverted.
I will fix the position of the player craft when you switch to another craft.
I will then modify the animation when you re-enter the hangar. For now, the animation is not inverted.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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OOoooooooooo.... @DTM! @DTM!JeremyaFr wrote: ↑Fri Aug 02, 2019 4:36 pmWIP
Hello,
Here is a WIP hangar hook to set the hangar floor above the player craft.
xwa_hook_hangars.zip
To invert the hangar floor, set "IsHangarFloorInverted = 1" in "HangarObjects". When set to 0, the floor is below the player craft. When set to 1, the floor is above the player craft.
This is what is implemented:
- hangar floor above or below the player craft
- hangar objects elevation
- launch animation
- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
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Yep I can confirm that works now
Just the re-enter hangar animation to do now
Just the re-enter hangar animation to do now
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
- Posts: 4002
- Joined: Mon Jan 18, 2010 5:52 pm
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WIP
I've implemented the re-enter hangar animation.
I've implemented the re-enter hangar animation.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
- Posts: 4002
- Joined: Mon Jan 18, 2010 5:52 pm
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WIP
Hello,
I've fixed a bug that is present in the stable version of the hook.
If "LoadShuttle" is set to 0 in "HangarObjects", your craft is destroyed, you re-enter the hangar, and you press the 0 key (cockpit view) or the game randomly chooses this view, then the game crashes. I've fixed that.
Hello,
I've fixed a bug that is present in the stable version of the hook.
If "LoadShuttle" is set to 0 in "HangarObjects", your craft is destroyed, you re-enter the hangar, and you press the 0 key (cockpit view) or the game randomly chooses this view, then the game crashes. I've fixed that.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
- Posts: 4002
- Joined: Mon Jan 18, 2010 5:52 pm
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UPDATE
Hello,
I've merged the WIP hook to the stable hook and uploaded the source code.
Please redownload xwa_hook_hangars.zip
Hello,
I've merged the WIP hook to the stable hook and uploaded the source code.
Please redownload xwa_hook_hangars.zip
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Well done Jeremy. I'm gonna let DTM take the helm for the gozanti. @DTM, If you want any of the files I started with that let me know so you have a starting point. The other TIEs are part of the hangar mesh right now, but I think it would be better if they were hangar objects going forward.
Otherwise if DTM passes, I'll take a look.
I'm working with blender finally and might be able to start contributing to XWA in that capacity soon. I've already made my inquisitor character cosplay for Jedi Knight Jedi Academy and I'm pretty satisfied/proud of it. Maybe at some point I can try my hand at a static hangar as a modelling starting point in XWA.
@JeremyaFr, what sort of animation changes are we looking at. I have no knowledge in this area. Not in position to actually test at the moment. Will a new animation need to be added? Is that an option? Or did you already do that?
Cheers.
Otherwise if DTM passes, I'll take a look.
I'm working with blender finally and might be able to start contributing to XWA in that capacity soon. I've already made my inquisitor character cosplay for Jedi Knight Jedi Academy and I'm pretty satisfied/proud of it. Maybe at some point I can try my hand at a static hangar as a modelling starting point in XWA.
@JeremyaFr, what sort of animation changes are we looking at. I have no knowledge in this area. Not in position to actually test at the moment. Will a new animation need to be added? Is that an option? Or did you already do that?
Cheers.
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
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There is no need of a new animation. There is an option (IsHangarFloorInverted) to to place the hangar floor above the player craft instead of below the player craft. When this option is enabled, the animation are inverted along the Z axis. For the launch anim, the z position is decreased instead of increased. For the re-enter anim, the z position is increased instead of decreased.
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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Would it be viable to merge the hangar editor, like the S-foil editor, to Opt editor so it writes the hangar changes to the relevant craft .ini file to condense things down a little further?
Also, I don't know if you've ever fixed this and I'm just behind updates (again) every time I open the hangar editor, it opens the window to choose a directory containing Xwingalliance.exe, rather than remembering the last directory I selected.
Also, I don't know if you've ever fixed this and I'm just behind updates (again) every time I open the hangar editor, it opens the window to choose a directory containing Xwingalliance.exe, rather than remembering the last directory I selected.