Jump Ring : functional, but not yet 100 aesthetical
It works nice: it just hangs there in space, and when you dock with it, the light circles pop up, and the player jumps to his destination.
But: the ship does not turn with its nose towards the light circles... If you happen to be at an angle to the jump ring when you dock, the circles pop up, and after a second of 2, the player ship just enters the jump tunnel...
Does anybody has any idea how to improve this? It's just a cosmetic thing, but nonethelessl it would be cool if worked perfect.
Thank you for suggestions!
--------------------------------------------------------------
PS some details:
Here are the jump nodes I added to the .3db model:
HpDockMountA
---Position
<pre><font size=1 face=Courier>0.000000
0.000000
600.000000 </font></pre>
---Orientation
<pre><font size=1 face=Courier>-1.000000
0.000000
0.000000
0.000000
1.000000
0.000000
0.000000
0.000000
-1.000000 </font></pre>
HpDockPointA01
---Position
<pre><font size=1 face=Courier>0.000000
0.000000
400.000000 </font></pre>
---Orientation
<pre><font size=1 face=Courier>-1.000000
0.000000
0.000000
0.000000
1.000000
0.000000
0.000000
0.000000
-1.000000 </font></pre>
HpDockPointA02
---Position
<pre><font size=1 face=Courier>0.000000
0.000000
-400.000000 </font></pre>
---Orientation
<pre><font size=1 face=Courier>-1.000000
0.000000
0.000000
0.000000
1.000000
0.000000
0.000000
0.000000
-1.000000 </font></pre>
HpFX1
---Position
<pre><font size=1 face=Courier>0.000000
0.000000
0.000000 </font></pre>
---Orientation
<pre><font size=1 face=Courier>1.000000
0.000000
0.000000
0.000000
-1.000000
0.000000
0.000000
0.000000
-1.000000 </font></pre>
HpOrient
---Position
<pre><font size=1 face=Courier>0.000000
0.000000
-300.000000
</font></pre>
---Orientation
<pre><font size=1 face=Courier>-1.000000
0.000000
0.000000
0.000000
1.000000
0.000000
0.000000
0.000000
-1.000000 </font></pre>
And this is the SolarArch.ini entry:
[Solar
nickname = jumpring
ids_name = 60200
ids_info = 60200
type = JUMP_HOLE
DA_archetype = solar\dockable\jump_ring.3db
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = jump_ring
jump_out_hp = HpFX1 <----originally I used HpOrient here; both produce same result
docking_sphere = jump, HpDockMountA, 150
solar_radius = 600
shape_name = NAV_jumphole
hit_pts = 999999961690316250000000000000000000.000000
The loadout is just a clone from the track ring's, and only contains lights.
Edited by - moonhead on 12/3/2006 3:27:05 PM