Author Topic: Missile speed question  (Read 587 times)

Legacy_Jez_fr

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Missile speed question
« on: August 28, 2010, 05:48:20 pm »


               I'd like to change the speed of NWN missles (arrows, bolts & bullets) to get one closer to modern/sci-fi projectiles (aka way faster), and did some research on that, but so far I've not found how to change that. Has anyone clues on that, or maybe know of a antique thread on this?

Thanks in advance for any enlightment! ^^
               
               

               
            

Legacy_B_Harrison

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Missile speed question
« Reply #1 on: August 28, 2010, 07:36:16 pm »


               As much as I hate answering 2da questions with "hardcoded," I'm pretty sure the in-flight projectile animations are. The in-flight models are defined in ammunitiontypes.2da, but if their actual motion can be accessed/modified, I don't know the way.

Another crazy work-around idea: replace an ammo's model with an animation/VFX that travels rapidly along an appropriate arc. Theoretically, an ammunition type's geometry doesn't rotate as it's animated towards its launcher's target, so if you animate the model being animated(!) in the correct fixed direction, it'll just look like it moves faster. Haven't tried it though!
               
               

               


                     Modifié par B_Harrison, 28 août 2010 - 06:48 .
                     
                  


            

Legacy_Guest_invisig0th_*

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Missile speed question
« Reply #2 on: August 28, 2010, 10:52:18 pm »


               I'll second that -- I'm pretty confident both speed and trajectory are hard coded.

But an animated model might be very cool -- you might even be able to leave a little "bullet trail" behind!
               
               

               


                     Modifié par invisig0th, 28 août 2010 - 09:55 .
                     
                  


            

Legacy_Jez_fr

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Missile speed question
« Reply #3 on: August 29, 2010, 01:52:28 pm »


               Thanks for the answers!

Ben, I admit I can't quite figure what you mean. :/
               
               

               
            

Legacy_B_Harrison

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Missile speed question
« Reply #4 on: August 29, 2010, 05:02:06 pm »


               Sorry Jez, I didn't make it clear at all. Basically, since an ammunition .mdl defined in ammunitiontypes.2da remains in a fixed position as BioWare's (hard)code moves it along its path towards a target in game, we can, in theory, find out which direction it faces, and animate the ammunition moving in that direction. So that when the ammunition is moved along its hardcoded path, it also moves forward (at whatever direction is being fired) at the speed we animated the ammo model itself.

So if you animate the ammo moving straight forward in a Y direction, no matter which direction a ranged weapon is fired in, the ammo's "Y" is the same, so its forward animation moves along a fixed path relative to the hardcoded movement, making it look twice as fast or spinning it in mid-air, adding vapour trails, whatever we want (IF I'm right about this).

I'm still not explaining it very well, so I made a quick diagram:

'Posted

If it still doesn't make any sense (I'm not sure it makes sense to me, to be honest), I can actually just try to make the mod, and upload the results if it works at all.

My apologies to any artists who may've been offended by the breathtaking lack of talent evidenced in the above drawing.
               
               

               


                     Modifié par B_Harrison, 29 août 2010 - 04:11 .
                     
                  


            

Legacy_Jez_fr

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Missile speed question
« Reply #5 on: August 29, 2010, 07:01:10 pm »


               mmh mkay (vaguely) XD

I just know there's a model for the missile, and it has an emitter for its trail (about the "Ammo is an emitter?" question.



If you can try to do it that'd be great! Thanks Ben =)



(and your neo-realistic painting could easily be used as a modern poster in a survivalist bunker I think XD )