View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001700 | FSSCP | user interface | public | 2008-05-27 13:36 | 2008-09-25 01:15 |
Reporter | Galemp | Assigned To | phreak | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.9 | ||||
Summary | 0001700: '3D Ship Select' flag also forces 3D missile select | ||||
Description | The launcher flag '3D Ship Selection' replaces the Ship Select animation, overhead loadout, and drag-and-drop icons with realtime-rendered models. It also forces secondary weapon models to render. Since the in-game weapon models look significantly worse than their pre-rendered counterparts, this flag should be split into '3D Ship Select' and '3D Weapon Select.' | ||||
Additional Information | Some (like me) prefer the pre-rendered ship and weapon icons to their real-time representations, especially since the code may not size the side view correctly (is that a Hornet or a Tornado?) or rotate the missile around its center. Probably the best solution is to use interface art if it is specified in the table, otherwise default to the 3D representation. | ||||
Tags | No tags attached. | ||||
|
Not a coder, but just thought of pitching in; If I understand you correctly, you only want the ship model to render in the loadout screen, and not the weapons? How about blanking out that section of the table as a "hackfix", as opposed to enabling the launcher flag? E.g. $Ship icon/$Ship overhead etc etc etc, those sections related to this thing, just leave the lines there but leave them blank after the colon? This will also make the weapons overhead show an actual overhead view and not a spinning ship. The weapon indicator lines will remain there as well... I use this way since I'm also limited in usable assets (not being able to model and texture things for myself, aside from that pre-render versus actual model issue). The released Inferno: Alliance release OTOH... I don't know how they got around it with the flag enabled. =\ Though personally I wouldn't mind splitting the flags too... maybe some other modder out there wants spinning ships? Plenty of ways to do things... XD |
|
I'll probably take a look at this. It should be a simple matter to add a -weapon_choice_3d flag to the command line flags. Actually it might be interesting to allow an option where it uses the tech model if defined, but if not it just goes to the ANI... |
|
There's not as much reason to keep the weapon choice around except for testing or debug purposes. It will, or at least it should, render a tech model if one is specified. |
Date Modified | Username | Field | Change |
---|---|---|---|
2008-05-27 13:36 | Galemp | New Issue | |
2008-05-28 02:23 | asyikarea51 | Note Added: 0009352 | |
2008-06-23 18:38 | blowfish | Note Added: 0009414 | |
2008-06-29 08:50 | WMCoolmon | Note Added: 0009424 | |
2008-09-22 04:29 | phreak | Status | new => assigned |
2008-09-22 04:29 | phreak | Assigned To | => phreak |
2008-09-25 01:15 | phreak | Status | assigned => resolved |
2008-09-25 01:15 | phreak | Resolution | open => fixed |