Space Engineers

Space Engineers

[CANCELLED] TVSI-Tech Advanced Armor Slopes [DX9]
20 Comments
Tristavius  [author] 21 Feb, 2015 @ 8:56pm 
Have been away since Thursday night and not had time to test but I saw nothing in the patch notes which would suggest this has been fixed. Anyone had any success?
Tristavius  [author] 16 Feb, 2015 @ 8:46pm 
Hi Buzzed... unfortunately it's not just the mirroring that's wrong (we do have control over that), but something more fundamental that we don't yet have control over with these new editable armor blocks. You'll find they only have a total of 4 possible orientations regardless of how you try and rotate them.

Hoping for a fix this week and I can get this completed :D
🍁BuzzedBear🍁 16 Feb, 2015 @ 8:25pm 
I am not sure if anyone noticed, but when placing rocket launcher, they also rotate incorrectly when mirrored... and this is a vanilla piece. I just turn off the mirroring when I use that particular block. Nice mod. Thanks.
Tristavius  [author] 15 Feb, 2015 @ 8:35pm 
I have one idea to try tonight, otherwise going to put this on hold for the moment - hopefully the bug (well, it's not really a bug, more of a design flaw) may be accounted for soon and I'll get this back on the road.
Average Caucasian Shark 15 Feb, 2015 @ 6:49pm 
sexy
Tristavius  [author] 13 Feb, 2015 @ 11:15am 
Yeup, showstopper currently. What I'm going to do is get the mirroring, build states, small ship variants, corners, inverted corners, mount points and icons in place ready and as soon as there's a way to fix it, I can make this mod functional very quickly :)
Slaghkre 12 Feb, 2015 @ 11:06pm 
ya I gave up when I realized that the model was rotating wrong but the mount points were right. Hopefully they add a way to define our own cube topology and bone positions.
SotP Hunter 12 Feb, 2015 @ 10:53pm 
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Tristavius  [author] 12 Feb, 2015 @ 10:09pm 
Hmmm, this rotation thing is baffling, and not something we have any access to modding wise. There's some behaviour hardcoded in that's making it happen and I really don't know if there's a way around it.

Going to drop the devs a line I think - this is the one thing really standing in the way of this mod currently :(
Tristavius  [author] 12 Feb, 2015 @ 9:45pm 
Yeah the rottion one is deeply confusing! Will be investigating this evening as well as sorting out the other things for the 2:1 ramp on the to do list.

Off to the Red Bull Air Race today :D
Slaghkre 12 Feb, 2015 @ 7:24pm 
Slope doesn't rotate properly because of the way they made them rotate for continuous texture on basic slope. I have same problem with trying to make concrete ramp.
Tristavius  [author] 12 Feb, 2015 @ 11:35am 
Yeup! I suspect a true/false flag either on a per block or better yet a per-vertex basis will be required. Not just my block of course, all the rest are doing it too :)
KingdomBragg 12 Feb, 2015 @ 11:32am 
Considering Harag's screenshot, it might be worth requesting Keen add a true/false type flag for the adjacent block deformation on the forum.
KingdomBragg 12 Feb, 2015 @ 11:29am 
Cool, thanks for the reply. I'd read the same thing but didn't consider the 1 full block negative. With that in mind 3x3x3 deformable armor might be possible.
Tristavius  [author] 12 Feb, 2015 @ 11:26am 
Yeah this new system is rather crazy - a ton of my ships and projects have gone extremely weird.... it's a good concept but it's not quite been implimented as cleverly as it could have been. Works well enough for standard edges, but goes extremely weird for more unusual shapes.
Harag 12 Feb, 2015 @ 11:24am 
Hm, Keen needs to work on this (definitely not your fault): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=391368660
Tristavius  [author] 12 Feb, 2015 @ 11:19am 
Ah yes, forgot the mount points! (Sorry was a bit drunk this evening when this came out - I'm making do with reduced brain cells :P )
Harag 12 Feb, 2015 @ 11:17am 
The mount-points are still the ones of the normal slope for both parts. So the lower half has a few mount-points too many and the upper half is missing one at the front ;-)
Tristavius  [author] 12 Feb, 2015 @ 11:15am 
The whole system is extremely complicated, and my guess would be no at this point.

Basically you use one of a series of default shapes, in this case a slope. The default positions XYZ is 127,127,127 for each vertex (this refers to it's default location not an absolute/relative position) Each can then be shifted between 0 and 255 which each extreme being 1 full block lenght positive or negative.

Actually. Even as I write that, I've had an idea....

I'll get back to you!

(Personally though I've always wanted 1x1x1 blocks for this purpose anyway rather than a longer slope which is a larger area to damage).
KingdomBragg 12 Feb, 2015 @ 11:06am 
Nice, seeing as you've had a go at this, I saw that the mod guide says you can move the vertices a whole block length on their axes. Does this mean you can make a deformable armor block that is 2x on one if not all axes? I asked on the changelog, but nobody gave me an answer.