Inferno Model Problem

1
With HLP down, I don't have anywhere else to ask this.

Is anyone here on the Inferno staff?

And if so, is there any way to fix the SOCv Eherhos's geometry? I'm trying to build a mission, got it running fairly well, and then, I find out I can fly right through the ship!

Some of the turrets are displaced on the y-axis above the hull, too, and there's a collission zone below them. Any ideas on what to do?

Actually, anyone with FREDing experience, I've got a couple of other questions, too.
"I like the funny sounds of parrots squawking,"
- Jimmy Buffet

4
I FRED for TI, and I've been doing it for awhile - what do you want to know?

EDIT - I have no idea if this is related, butI've been having major flythrough issues on a TI mod that VA assures me is completely solid. So there could be some sort SCP bug related to flythrough on various systems/missions, though there's no guarantee the two are in any way related.
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

5
it is completely related actually :wink: :
just looked at the model in question through PCS in the sortnorm boundingbox debug mode and, well, i found the problem:
Image
what you would want to see is a neat box surrounding the whole model, and smaller boxes inside. none sticking out all over the place as this one gets. :)

according to Kazan, any PCS before about 1.3.4 or so will generate pof collision data incorrectly, causing shoot-through and fly-through areas on the ship (occasionly, polys may vanish also). all it needs is a simple recompile with the latest version and import the pof data back in to fix it.

BW - look on internal for the whole thing, but i remember having the same problem on the same model back before the first version of the SCP came out. so it's almost definitly not a SCP bug. all it is is that an old version of PCS was used to compile the original models, thus they both have collision errors, and i'd imagine recompiling this one would fix the prob also. it did for me, but i'm pretty sure yours is using the wrong model or something as annoying as that. :)

at least, i hope that's what it is.... :razz:
Twisted Infinities

6
Well, on the FRED front, my questions are probably a little more routine.

First problem: I can't seem to get a pair of directives to display correctly.

I'm trying to have it display the directives for defending a corvette and cruiser, but it doesn't display them until the battle is over with.

I need to take another look at the mission to find the particulars of the other problem. I'm not sitting at the right computer right now, unfortunately.
"I like the funny sounds of parrots squawking,"
- Jimmy Buffet

7
Hmm... I normally have the opposite problem - my directives show up too early. What I normally do is chain it to an event that should fire just before it. For example, if command orders you to protect a cruiser, the event after that message fires, chuck in a second, chained event with your directive. Or if you don;t have a message or whatever at the right time, just put in a do nothing sexp to act as your timer.
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

8
Moonsword wrote:Well, on the FRED front, my questions are probably a little more routine.

First problem: I can't seem to get a pair of directives to display correctly.

I'm trying to have it display the directives for defending a corvette and cruiser, but it doesn't display them until the battle is over with.

I need to take another look at the mission to find the particulars of the other problem. I'm not sitting at the right computer right now, unfortunately.
I suspect that's due to you chaining the directive event to something that only comes true when the battle is over.
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