Stellar_Magic Posted October 19, 2004 Share Posted October 19, 2004 I'm not sure where to put this, but I'll put it here. Eville Jedi and I did talk about this a while back, and since I'm trying my hand at editing, I've discovered that simulating Newtonian Physics is possible in the game engine. Note I did say simulating, Newtonian physics, not Newtonian Physics themselves. Thus far, using the Home World PDF mod as a benchmark I've started working on an ultra realism mod for the original game. I've already applied newtonian-like-physics to missiles, and have started playing around trying to add such physics to fighters and keep the game playable. (This is really difficult) What I did to create physics similar to newtonian physics was shockingly simple. I created a maximum speed of approxamently 10,000m/sec for all the missiles. Then I figured out that the acceleration time isn't an acceleration rate but a clock from 0-10,000 so I set it high enough you'll absolutely never see it in the game. the result is really cool looking missile and combat effects. Eville, I do have a question, how do you add weapons systems to ships. I'd like to make it so the Hiigaran Interceptors carry a variety of missiles as well as the standard armament, do I need Maya to do that? Also I'll keep playing around and see if I can add that Newtonian touch to fighters, maybe we could use it in the Warlords mod some time. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke Link to comment Share on other sites More sharing options...
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