So we have buildable subsystems and some weapons:

Still no luck on the animations, but it’s probably just some detail I’m doing wrong. I can export the animation from the Taiidan Interceptor just fine, I’ll figure it out.
It’s pretty straightforward that ST and EN are Start and End (in seconds), I take it that the STF and ENF are Start/End Frame, so I’ll be using that, it’s more convenient. I made sure my scene’s framerate is 30 fps just in case, I do have keyframes on the frames 0 and 210, that’s what I set in the names, but still no joy.
But as I said, I should figure it out.

Badges, well some things do need an explanation I think. Material with the badge shader, DIFF texture in it, proper naming, so far so good.
The “ncl1_1” in the name matches the “marker visual mesh_ncl1_1”. It’s obvious the badge needs to know where to project itself if the base texture uses the same UV as the ship. But …how exactly is that set of two (why two?) markers used for it? I hope I’m not missing something obvious.

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Look at the UVs on a working DAE - the badge surface has 2 sets of UVs - the ‘base’ UVs (which are just continuations of the UVs mapped to create the overall ship) - and the ‘badge’ set which is just 0->1 on each axis for the small patch the badge is mapped into. I am not sure what trouble you’re having though…

As for animations - that’s much harder to say. If you feel stuck send me your DAE to look at (granted I have a bit of backlog right now… I’m very busy pushing on some important things for an upcoming patch, which has to take priority over Mod stuff).

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Alright, I’ll admit it, it was the second UV channel…
Badges are all fine now, thanks.

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Quick question, my subsystem lights up green as it should, but it’s also visible.
How do I turn it invisible?

Thanks.

What material is it using? InnateSS? It should just be invisible…

This is what I have:

I also tried to give it 0 opacity, but no, turns out that’s not how it works either.

Maybe the mesh shouldn’t be MULT_name_LOD[0] ?

Does MAT[innateSS] work better? I think maybe it is case sensitive? You can PM me your ship (well, that sub-system HOD) if you need me to look.

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It doesn’t seem to be case sensitive.

nice. protip: use smoothing. no ship that size is going to have perfect razor sharp edges

The original was a bit smoother, I’ll finish the smoothing as the last thing when I know I’m not touching the mesh or UVs again.

Workshop isn’t hard to set up at all. (this is just a steam friends-only test, not a release).

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Awesome Pouk! REARM will look amazing Remastered, but I’m sure it’ll be a huge amount of work, so take your time.

Thanks.

So I thought my Repair points are wrong, I reorientated them, but they were still wrong:

But then I’ve seen this:

So now I have to figure out whether all Repair Points glitch, or it’s just that by coincidence the Vanilla BC has awkward repair orientations and I still have it wrong.

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@BitVenom, @Scole
How is that innate subsystem material supposed to be called again? I have:
MAT[Vgr_MBC_Engine]_SHD[InnateSS] or:
MAT[innateSS] -neither works.

But looking at the engine glows now, in the examples there’s a thing like:
MATGLOW[HODOR_Glow]

Since the innate shader with 0 opacity and without any texture has more in common with the engine glow than with a shader utilizing diffuse, glow, specular, normal maps…, is there a chance its name could be formatted in a similar fashion?
I don’t know, something similar to MATINNATE[HODOR_InnateSS], something I could have never guessed?

Another question, what are the RGB values for Vaygr and Hiigaran Engine Glows?
(my bet on Vaygr is RGB: 255,138,0 or HSV 23,255,255. Do I win anything if I get it right? :slight_smile: )

I have a fix for this in an upcoming HODOR release - I’ve just been super busy paired with super sick. I am going to try to get that update out before the weekend though.

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Alright! Knowing it’s a bug and it’s going to work eventually is enough. Thanks. And I hope you’re feeling better.

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Ok, there really is something terribly wrong or at least terribly confusing about the Repair points and the Salvage points.

I merge the Salvage points straight from the Turanic Carrier and copy their orientations from the Remastered BC and I get this:

(the one on the nose is acting a bit funny)

Alright, so, no problem, I got it wrong, I turn them 90 degrees then:

(using CfHodEd solely for checking the joint hierarchy)

And that looks like this in-game:

…I’m confused…

@BitVenom

Is this some kind of gimbal lock or are the joint orientations interfering with the Heading and Up points?

@pdeupree - Is the fellow who’d most likely know about this - I have zero experience with latching and such…

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Thanks, I’ll ask.