Sounds like we need multiple vessels, then. I'll add the light definitions to the SSU_Pad vessel for the moment, and we can add the trailers later.
Could you also add glare to the lights? This could be simulated with a exhaust definition with no length, just width.Sounds like we need multiple vessels, then. I'll add the light definitions to the SSU_Pad vessel for the moment, and we can add the trailers later.
Thank you. Now the only thing missing is the pad hiss noise! Then I think we can call the pad done for now and can move on to other things. Oh and more control over the various swing arms in the pad control dialog window. Like the GVA, OAA and the GH2 vent line.Checked in the lights (glare included). The light position/directions are defined at the start of SSUPad.cpp and the remaining parameters are defined in the CreateLights() function.
Checked in a pad with corrected lights. Decreased the glare size by 50% and also tweaked the color to a more correct one which is a greenish color rather than a pure white one.
I just checked in code to show a partially stacked SRB. At the moment, the only way to show a partially stacked SRB is to add the line "SECTION_COUNT x" to the scenario, where x is the number of sections added (between 1 and 4; 5 shows a fully stacked SRB). The meshes look fine to me, but the right SRB aft segment seems to be offset a bit from the other segments.Any updates on the SRB stacking? Just wondering if any major problems with the meshes have been discovered. If not, then I can move on to the ET stuff.
What's the plan for actually stacking the SRBs? What I'm planning to do in the SRB class is add stack() and destack() functions to the SRB class, which can be accessed from Lua. We can work out the scripting details once the transporter is working.
Is there a way to send a clbkGeneric message from Lua? The impression I had was that you had to handle the VMSG_LUAINSTANCE message and register the functions with the Lua interpreter.
Correct. Lua script files are like default cfg files but with extended functionality.Lua also don't require recompilations, or have the DLLs compiled together.
I know that, but I'm not sure how we could access class-specific member functions without changes to the SRB code. I think the only way to send messages to the SRB class from Lua is to use the send_bufferedkey() command and use an invalid keycode. The only other option I know of is to register additional functions with the Lua interpreter everytime the SRB class is accessed from Lua.Lua also don't require recompilations, or have the DLLs compiled together.
I know that, but I'm not sure how we could access class-specific member functions without changes to the SRB code. I think the only way to send messages to the SRB class from Lua is to use the send_bufferedkey() command and use an invalid keycode. The only other option I know of is to register additional functions with the Lua interpreter everytime the SRB class is accessed from Lua.
If we're planning to uses scripts to do the stacking, it seems that we need to register the additional functions with Lua then.