A question for devs

Does sins support animated features? what i mean by that is if i wanted to create a space sataton with a rotating outer ring or a ship yard with moving parts, is that possible or not?

I think i posted this already sorry if it shows twice

5,757 views 13 replies
Reply #1 Top
I have replied to this in your other thread as such:

Yes it is possible per modding. Just ask for some of the samples in forums for added ships.

However I have lacked the time to make new models myself as I did with GalCiv2. I would love to be corrected on this in case I am wrong.



This is the better place for this discussion hence the double post myself.
Reply #2 Top
so if it is possible then do we have to put the animations into a particular directory (ex... all nulls/dummy's go under rootpoint)in order for sins to recognize them.
Reply #3 Top
you can only do it through complicated texture hacks, but it's possible.

they're not standard animations by any means.
Reply #4 Top
Two items is far more easy if you can some how parent them like a floating ring. Easier than animation right on the ship.

Like Carbon said though it would be complicated.
Reply #5 Top
do we know if any 1 has attempted to do this yet? also so is there any documentation that could help with this ( doubtful)
Reply #6 Top
Rotating rings are pretty easy to do through the particle system. I think if you search through this forum you will even find examples of ships with rotating parts. It has certainly been done, and is not that complicated.

Moving parts, parts which go back and forth are more complicated to do, but may also be possible, again through the particle system.
Reply #12 Top
do you have ne idea how this was accomplished ( the rotating section of the ship) or any idea if there is a tutorial or document on this.... does ne 1 know im sure someone does because its clearly been done
Reply #13 Top
do you have ne idea how this was accomplished
End of quote


Yes, I did it a few months ago  ;p 

In essence what you have to do is:

1) split your model into seperate animated and static mesh models, the static section now becomes the main ship mesh.

2) add the animated mesh to the main ship mesh using the particle system

3) align the axis of rotation using a transform matrix

4) change the pixel shader of the animated mesh to use the same as the main ship mesh

The closest in game example of this working is the green skull you see above the pirate base and the pirate ships with their torches and flags.