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I want to get this finshed asap so can move onto the Westcott upgrade. So a few questions for discussion
First off, a quick one about Spacecraft3. Here's an animation:
http://s89.photobucket.com/albums/k207/Notebook_04/?action=view¤t=TowerCrane_1_-1.mp4
Would it be posible to put the cockpit view in the crane drivers pov and follow the boom around as it rotates? Get a nice view of the base that way!
I've put the [Camera] entry there, but of course it dosen't move with the animation. I didn't really expect it to.
I suspect It might work if I put the Tower mesh as a vessel and use Yaw thrusters to rotate the whole assembly? Its getting too complex then for just a fun item. If it does, I'll leave it as a static mesh.
There is a hangar in the background that will have an animated door, that dosen't need a cockpit view, and I've done it before.
How important are buildings?
There are a lot on Amberley base and could take a while to get a reasonable look to the add-on.
How important are UCGO vehicles?
I've done a lot of the road lighting, so it seems a shame not to have some vehicles running around. Should I include them in the add-on, or leave them for a seperate release as my Newcastle scenario?
All input appreciated.
N.
First off, a quick one about Spacecraft3. Here's an animation:
http://s89.photobucket.com/albums/k207/Notebook_04/?action=view¤t=TowerCrane_1_-1.mp4
Would it be posible to put the cockpit view in the crane drivers pov and follow the boom around as it rotates? Get a nice view of the base that way!
I've put the [Camera] entry there, but of course it dosen't move with the animation. I didn't really expect it to.
I suspect It might work if I put the Tower mesh as a vessel and use Yaw thrusters to rotate the whole assembly? Its getting too complex then for just a fun item. If it does, I'll leave it as a static mesh.
There is a hangar in the background that will have an animated door, that dosen't need a cockpit view, and I've done it before.
How important are buildings?
There are a lot on Amberley base and could take a while to get a reasonable look to the add-on.
How important are UCGO vehicles?
I've done a lot of the road lighting, so it seems a shame not to have some vehicles running around. Should I include them in the add-on, or leave them for a seperate release as my Newcastle scenario?
All input appreciated.
N.