Kryo, Boogie, anyone else at Art dept...
As i'm now deep into creating the entire X-Worlds (for DA only) fleet(s) of ships, there are a few 'questions' i might have about such things if you don't mind.
Note that i will make extensive use of some jewels (btw, many thanks to GenPants for his wonderful mods about these, and you for KHSM), and i will certainly need to maintain an optimal set of "addons" to create anything near what i intend to have. Sooooo...
1-- GC2Types.xml file has a Quad-Antennae model (SDSBonus1Structure1) which isn't available unless i could find it in a Gpants mod. There are five more too! Where are these other X models? (Graviton Pulley - sounds like fun)
2-- Is is true that the Survey-Colony-Miner-Freighter-Constructor (etc) default general ships **must** be listed as is in a custom style xml file? Or would it make more sense to simply revert whatever new values through proper editing of a special GC2Ships.xml? Mod wise, that is.
3-- I know you will probably swear by the Adobe StudioMax 3d programs for external design stuff, but that's for in-house SD developping staff. JoeSchmoes like me, simply can't afford such professional graphic tools. Comes, Blender & other solutions. Trick is, Compatibility issues with HarPoints, Texturing & UV Mapping elements. Any recommendations?
4-- I'm planning to have (or build everything from scratch, if anything!) a rather simplistic set of primary small models (with Hull & Trim coloring schemas, individually) to fill in some creativity gaps in the current pool of structures. Think of it as the "Block-Cube-Hull_6" extensions of more complex elements to work with. Lotsa design time right there. For shipyarders' freedom purpose, only. Refer to (3) above.
5- Is there a natural breakout memory limit on structural amounts that a ship can have without becoming too laggy in gameplay?
6- Can a Huge class be somehow retrofitted to show up as Medium size in the UI? The scaling factors between Tiny-..-Huge are too 'sharp' to my taste. I wished there would be a way to control these gaps as relative custom calibrations by choice... please.
7- The ShipYard could use a precision overall for Tilt/Yaw "balls" and structure resizing bars - so that we could, at least, get some editable Numeric fields for each. Try to symmetrically adapt two fat wings on an otherwise slim hull and you'll have a_heck_of_a_time trying to stick a tiny white arrow on any given cusp.
8- The ONE-Sticky hardpoint selection from the element in focus -- to the shown_built model is a wreck-neck-pain. Example; the Cylinder Ball has a SINGLE harpoint to drop it on the intended hull location. We can't place that structure using a middle section reference tag only. What could be missing is a multiple set of default attachment points that we would be able to focus on individually -- on many or all available structures.
9-- Red... plus, Green, Blue, Yellow HardPoints???
That's it for now.
You should see the currently developping X-Com FlagShip, it's gonna get really wild - once i'm through this whole project!!
