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Wasn't it ekolis who wrote:
>Cool!
>Basically what I wanted to do is have a set of base objects like a laser
>cannon and a particle gun and such (I'm making images for a Space Empires
>IV mod inspired by Master of Orion II ;-), but generate a bunch of
>variations on each of them (for various enhancements that can be applied,
>such as "heavy" or "armor piercing") by running through a loop and doing
>modifications (like scaling up or adding coolant tubes)... it would take
>forever to do all the possibilities, but if I could use a single script to
>render all the images, and just include the actual models from exported
>..ini files from KPovModeler... ;-)
>And if you're a fan of MOO2, yes, there will be a heavy point defense shield
>piercing armor piercing no range dissipation autofire continuous enveloping
>ion pulse cannon image, even though MOO2 never allowed such a thing...
>mwahahaha! :-D
As mentioned above, you can apply object modifiers to copies of a
declared object - that's things like textures, translations, scales and
rotations.
You want to change the structure of the object, so I suggest making a
macro to which you can pass parameters.
#macro Laser_cannon (Heaviness, Armour_Piercing, Coolant_Tubes)
object {
...
code that uses the passed variables
to generate different varieties
of laser cannon
...
}
#end
Then you can invoke the macro and place the objects
object {Laser_cannon(5.25, false, 3) rotate y*30 translate <10,0,3>}
object {Laser_cannon(2, true, 0) rotate y*55 translate <3,0,4>}
--
Mike Williams
Gentleman of Leisure
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