Bridge Commander Central
BC Forums => BC Modding => Topic started by: Flowrellik on February 01, 2014, 03:09:06 PM
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Ok I'm stuck on a minor problem. I would like to know how to make it possible to see higher res disruptors like this screenshot
(http://screenshots.filesnetwork.com/8/files2/109305_9.jpg)
Can anyone help me out? I really don't like seeing a ship fire what looks like solid low-poly teardrops at something.
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the pulse weapon designs are a fixed shape in the bridge commander engine. changing the shapes would probably involve changing settings in the engine and the EXE...and we DON'T mess with the EXE. it may not even be possible TO change them if the shape is stored on the disk.
someone may know more, but I believe that they cannot be touched.
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Your best bet is finding the specific Disruptor file in scripts/tactical/projectiles and altering the following line:
pTorp.CreateDisruptorModel(kOuterShellColor,kOuterCoreColor, XX, YY)
XX and YY should be the respective Radii of the 'Shell' and 'Core', I believe that making the core part significantly smaller than the shell gives a similar looking result to the screenshot you posted.
On a side note: I'm not even sure if BC disruptors use a real model or just some textured planes -like the Torpedoes do.
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I did see a BoP disrupter nif in BC, using a RAW node, rather than using an external texture. Although, it does not appear to be actually used in game. I've never done any weapon scripts, so I can't give any proper answers. Just a side note.
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Gmunoz and Wileycoyote both use phasers as pulses. That way you can control what the pulse looks like and the speed using textures and MPE