aliens

Author Topic: [Suggestion] Changing Craft Skin  (Read 181 times)

Offline bulletdesigner

  • Commander
  • *****
  • Posts: 557
    • View Profile
[Suggestion] Changing Craft Skin
« on: May 22, 2020, 11:14:39 pm »
Is there any way to make the skin of a craft change in the equip craft screen, instead of the having dozens of different crafts , having only one that player can change the MCD ingame
i Provide screen exemple.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6208
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [Suggestion] Changing Craft Skin
« Reply #1 on: May 22, 2020, 11:22:16 pm »
Possible to do I guess... but why would I want that (as a player)?

Just to paint one craft red and another blue?
Or is there something else?

Offline bulletdesigner

  • Commander
  • *****
  • Posts: 557
    • View Profile
Re: [Suggestion] Changing Craft Skin
« Reply #2 on: May 22, 2020, 11:30:40 pm »
well tbh honest is just astethic, but it´s kind of kool to customize your craft adding camuflage and crazy shit, since somethimes i want to give several skins to craft´s but only can use one

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1823
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [Suggestion] Changing Craft Skin
« Reply #3 on: May 23, 2020, 12:15:01 am »
Possible to do I guess... but why would I want that (as a player)?

Just to paint one craft red and another blue?
Or is there something else?

It has some application in 40k, where we have different playable "factions" and in some cases have copies of the same craft, just with different MCDs and sprites.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6208
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [Suggestion] Changing Craft Skin
« Reply #4 on: May 23, 2020, 12:31:35 am »
It has some application in 40k, where we have different playable "factions" and in some cases have copies of the same craft, just with different MCDs and sprites.

You know very well that "it has some applications" tells me exactly nothing :P
Please elaborate.

So far, I understand that there are clones of craft, which differ only cosmetically and the player would be able to change between them without any restriction or guidance.
Is this the same idea as "soldier avatar", which has zero functionality behind it?

Or would it be something else... e.g. something tied to different "factions" you mentioned (whatever those are).
Does the modder get limited/full control over these clones?
And if yes, how does the player control fit into this?

Offline bulletdesigner

  • Commander
  • *****
  • Posts: 557
    • View Profile
Re: [Suggestion] Changing Craft Skin
« Reply #5 on: May 23, 2020, 03:14:53 am »
Well in my point was just a reskin no effect in game except the changed mcd, but gives us a chance to take it one step further and by swanping the mcd changed the door position per ex, making the deployment a bit different

Offline Rubber Cannonball

  • Colonel
  • ****
  • Posts: 177
    • View Profile
Re: [Suggestion] Changing Craft Skin
« Reply #6 on: May 24, 2020, 12:39:38 am »
Is there any way to make the skin of a craft change in the equip craft screen, instead of the having dozens of different crafts , having only one that player can change the MCD ingame
i Provide screen exemple.


What is the issue with dozens of different crafts for the player to choose from?

It has some application in 40k, where we have different playable "factions" and in some cases have copies of the same craft, just with different MCDs and sprites.

Is the issue about the amount of data the modder has to develop and maintain?  For example, lets say there are 12 faction color schemes and 15 craft shapes/types.  With all combinations allowed 180 crafts need to be modded up.  This is the kind of thing database tools are made for.  Ideally a modder would design the 15 craft types and the 12 faction color schemes and let the database tool generate the 180 faction colored craft.  If the next mod revision increases the color schemes to 16, the modder would only have to create the 4 new color schemes and let the database tool generate the 60 new faction colored craft.  For small mods, the additional overhead of dealing with a database tool wouldn't be worth the effort.  But for some of the huge megamods that end up with large amounts of repeated data and with data that depends on combinations of other data in the mod, using a database to manage all that would seem well worth the effort.  Instead of modifying OXCE, it might be better to develop forms, tables, and reports in some off the shelf database to help modders accomplish more with less effort and tedium.  Let the database output the data in the format OXC/OXCE demands instead of modders having to do it manually.

I know this is easier said than done like most things suggested in this forum,  but I certainly feel it is worth thinking about.

Offline Ethereal

  • Colonel
  • ****
  • Posts: 350
    • View Profile
Re: [Suggestion] Changing Craft Skin
« Reply #7 on: May 28, 2020, 08:20:59 pm »
well tbh honest is just astethic, but it´s kind of kool to customize your craft adding camuflage and crazy shit, since somethimes i want to give several skins to craft´s but only can use one

A good idea. You can create a universal ship that can not only land for a mission, but also drop paratroopers. Yes, and generally promising.