Custom Hangars

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Re: Custom Hangars

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Driftwood
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Post by Driftwood » Sun Jul 21, 2019 5:58 pm

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.

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ual002
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Post by ual002 » Sun Jul 21, 2019 6:08 pm

This was me messing around with it.

https://youtu.be/sUmG0f2CcYI
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ual002
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Post by ual002 » Mon Jul 22, 2019 12:09 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.
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Post by JeremyaFr » Mon Jul 22, 2019 3:48 pm

Can you attach a crash report from the events viewer?

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ual002
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Post by ual002 » Mon Jul 22, 2019 5:10 pm

I'll capture a fresh one and send it.
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Darksaber

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Post by Darksaber » Wed Jul 24, 2019 8:38 am

JeremyaFr wrote:
Sun Jul 21, 2019 4:04 pm
In HangarMap and FamHangarMap:
The format is : model index, position X, position Y, position Z, heading XY, heading Z.
or : model index, markings, position X, position Y, position Z, heading XY, heading Z.
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 :D

Thanks
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Post by JeremyaFr » Wed Jul 24, 2019 4:18 pm

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.

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Post by Darksaber » Wed Jul 24, 2019 5:40 pm

Brilliant, thanks for the info
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Post by JeremyaFr » Fri Aug 02, 2019 4:36 pm

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:
  • hangar floor above or below the player craft
  • hangar objects elevation
  • player craft elevation
  • launch animation
  • re-enter animation
This is what is not implemented:

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Darksaber

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Post by Darksaber » Fri Aug 02, 2019 8:38 pm

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
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Post by JeremyaFr » Fri Aug 02, 2019 9:36 pm

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.

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Darksaber

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Post by Darksaber » Fri Aug 02, 2019 9:44 pm

Sorry I didn't test the return :(
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Post by Driftwood » Sat Aug 03, 2019 12:21 am

JeremyaFr wrote:
Fri Aug 02, 2019 4:36 pm
WIP
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
OOoooooooooo.... @DTM! @DTM!

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Post by JeremyaFr » Sat Aug 03, 2019 8:29 am

WIP
Darksaber wrote:
Fri Aug 02, 2019 8:38 pm
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
I've implemented the player craft elevation. It should be fine now.

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Post by Darksaber » Sat Aug 03, 2019 10:07 am

Yep I can confirm that works now :)

Just the re-enter hangar animation to do now :)
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Post by JeremyaFr » Sat Aug 03, 2019 4:12 pm

WIP

I've implemented the re-enter hangar animation.

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Post by Bman » Sat Aug 03, 2019 5:21 pm

Great work Jeremy.
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Post by Darksaber » Sat Aug 03, 2019 5:59 pm

JeremyaFr wrote:
Sat Aug 03, 2019 4:12 pm
WIP

I've implemented the re-enter hangar animation.

Brilliant, works great, well done :)
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Post by JeremyaFr » Sun Aug 04, 2019 7:25 pm

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.

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Darksaber

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Post by Darksaber » Sun Aug 04, 2019 8:01 pm

Good thing you spotted that :)
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Post by JeremyaFr » Tue Aug 06, 2019 11:57 am

UPDATE
Hello,
I've merged the WIP hook to the stable hook and uploaded the source code.

Please redownload xwa_hook_hangars.zip

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ual002
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Post by ual002 » Tue Aug 06, 2019 12:25 pm

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.
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Post by JeremyaFr » Tue Aug 06, 2019 7:06 pm

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.

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Post by ual002 » Tue Aug 06, 2019 8:35 pm

Good lord that is clever sir.
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Driftwood
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Post by Driftwood » Fri Sep 27, 2019 11:11 pm

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.

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