User:Luomu
.plan
Hello! I do things for Pioneer. Not as much as I would like to.
You may catch me at:
- github.com/Luomu
- irc: kko_
Scratchpad
New systems that need to be developed
Lots of them :)
- Model cache system so geometry is converted only once
- Lua API
- System to handle attachments
- Tag points may be rotated in code to implement target tracking guns
- System to handle spaceship logos, station advertisements and shipyard UI to customize your ship
- It should be possible to add ship insignia by dropping a .png in your user folder, without saves breaking if you later remove that .png
- UI to paint your ship and a system to give faction-appropriate colour schemes to NPC ships
- Building sets
- Update collision system to handle animation (just updating BB should be enough)
- Separate space station docking scripts from the old models
- There is no good way to define parameters for certain triangles (geomflags in LMR). The main use case is to mark landing pads, this will be doable with a named node.
- etc
Graph dump
Below, an actual model test_meteor (two LODs, animated landing gear, several ship thrusters)
Group - test_meteor LOD Group - 10 MatrixTransform - Scene MatrixTransform - Meteor_Low StaticGeometry - Meteor_Low_mesh Group - 1000 Group MatrixTransform - Scene MatrixTransform - Meteor_Hi StaticGeometry - Meteor_Hi_mesh MatrixTransform Thruster - thruster_linear_rear_001 MatrixTransform Thruster - thruster_right_001 MatrixTransform Thruster - thruster_top_001 MatrixTransform Thruster - thruster_right_000 MatrixTransform Thruster - thruster_left_001 MatrixTransform Thruster - thruster_left_002 MatrixTransform Thruster - thruster_linear_rear_000 MatrixTransform Thruster - thruster_top_000 MatrixTransform Thruster - thruster_wing_001 MatrixTransform Thruster - thruster_wing_000 MatrixTransform Thruster - thruster_wing_002 MatrixTransform - decal_01 StaticGeometry - decal_01_mesh Group MatrixTransform - Root MatrixTransform - LandingGear StaticGeometry - LandingGear_mesh MatrixTransform - tag_gun_left MatrixTransform - tag_gun_right
Optimization potential: unanimated geometry should be pre-translated at loading phase to get rid of some MatrixTransforms.
Question: you might notice tag_gun_left and right are attached to the model root node. They have been pre-transformed to make the positions absolute. It's done this way since if a tag is defined on each LOD it can practically have several positions. This is a bit stupid since now they are outside of the LOD node. Should tags be kept in their original locations in the structure (then model->FindTag will potentially return more than one)?