It should still be possible to have one dll for both pads; I'll try to edit the original Pad code to support the Pad1985 meshes as well.
OK. The current solution was the easiest and fastest as meshes are now wildly different from each other. So alignment could very well be off as the old meshes are not scaled correctly.It should still be possible to have one dll for both pads; I'll try to edit the original Pad code to support the Pad1985 meshes as well.
True, which is why I kept the two versions separate.different scaled meshes is not good.
Does that mean that the mesh offsets & animation coordinates for the 1985 pad should also be used for the modern pads?Suggestion for the combined pads: Use the 1985 sources as the base as they're now the correct ones as the modern meshes will be based of the 1985 meshes.
Yes. Just compare the GVA animations in both files and you'll notice just how wrongly scaled the old meshes were.Does that mean that the mesh offsets & animation coordinates for the 1985 pad should also be used for the modern pads?
I have been trying for hours now trying to fix it with no luck. It seems like the code isn't accepting the specified coordinates so it defaults to 0,0,0. I have checked the code over and over and haven't found a fault with it.Checked in the new pad code. The RSS OWP animation seems to be wrong; it would be nice if you could take a look at it and update the coordinates.
Well, here's the code:Can you post the code you're using here?
The fix for the lights was checked in with the other changes, so the bug should be dealt with now.
//RSS OWP
RSS_OWP_State.Set(AnimState::CLOSED, 0.0);
static UINT RSS_Y_LOWPGrp[2] = {GRP_OWP_Curtain_Wall, GRP_SRB_IEA_platform};
static MGROUP_TRANSLATE RSS_Y_LOWP(rss_mesh_idx, RSS_Y_LOWPGrp, 2, _V(0.0, 0.0, 9.636));
static UINT RSS_Y_UOWPGrp[2] = {GRP_Metal_Panel_flip_right, GRP_Metal_Panel_flip_right_lower};
static MGROUP_ROTATE RSS_Y_UOWP(rss_mesh_idx, RSS_Y_UOWPGrp, 2,
_V(-6, 50, -3.5), _V(-1, 0, 0), (float)(33.0*RAD));
static UINT RSS_flip_upperGrp[1] = {GRP_Metal_Panel_flip_upper_left};
static MGROUP_ROTATE RSS_flip_upper(rss_mesh_idx, RSS_flip_upperGrp, 1,
_V(-19.719, 46.084, 4.294), _V(1, 0, 0), (float)(90.0*RAD));
static UINT RSS_flip_lowerGrp[1] = {GRP_Metal_Panel_flip_lower_left};
static MGROUP_ROTATE RSS_flip_lower(rss_mesh_idx, RSS_flip_lowerGrp, 1,
_V(-20.791, 36.844, 5.747), _V(0, 1, 0), (float)(105.0*RAD));
anim_rss_y_owp=CreateAnimation(0.0);
AddAnimationComponent(anim_rss_y_owp, 0, 0.35, &RSS_Y_UOWP);
AddAnimationComponent(anim_rss_y_owp, 0, 0.35, &RSS_flip_upper);
AddAnimationComponent(anim_rss_y_owp, 0.05, 0.35, &RSS_flip_lower);
AddAnimationComponent(anim_rss_y_owp, 0.38, 1.0, &RSS_Y_LOWP);
Confirmed. So how do we use these new features?Should be fixed now.
Please do that.I can check in a scenario near HAC intercept if you're interested.