So as I was going to start building a CIC room on my current ship project, I figured it would be much nice to actually have screens and stuff.
I've been experimenting with wedges and one-face animations and some things pose issue.
Anywho, here are the rough results of the wedge experiments for now:
Above: a single standalone screen wedge. (Texture from other animated screen block)
A "wide" screen composition. 2 edges block, 1 center. Planned: different center screens and edges for making different displays when put togheter.
Issues:
Well as it stands, trying to enter build mode to rotate them has proved... problematic. (Everything turns invisible.) However it seems rotating them with R gives results, as shown above, with a worrying outcome: the textures don't stay on the same faces. Big problem. However, since I was unable to re-orient them via adv. build mode, and that all the default wedges use a one-frame texture, I wasn't able to check if this only applies to rotating the wedges with "R" out of build mode or if I'll have the same problem whenever rotating wedges.
Currently, it seems it's going to be rather difficult to animate the wedges due to how animation, textures, and wedges work, unfortunately, but that doesn't mean I won't try and play with it.
More pics:
More to come as it goes on.
Already in the work are composition glass screens, for all your tactical information needs!
I've been experimenting with wedges and one-face animations and some things pose issue.
Anywho, here are the rough results of the wedge experiments for now:
Above: a single standalone screen wedge. (Texture from other animated screen block)
A "wide" screen composition. 2 edges block, 1 center. Planned: different center screens and edges for making different displays when put togheter.
Issues:
Well as it stands, trying to enter build mode to rotate them has proved... problematic. (Everything turns invisible.) However it seems rotating them with R gives results, as shown above, with a worrying outcome: the textures don't stay on the same faces. Big problem. However, since I was unable to re-orient them via adv. build mode, and that all the default wedges use a one-frame texture, I wasn't able to check if this only applies to rotating the wedges with "R" out of build mode or if I'll have the same problem whenever rotating wedges.
Currently, it seems it's going to be rather difficult to animate the wedges due to how animation, textures, and wedges work, unfortunately, but that doesn't mean I won't try and play with it.
More pics:
More to come as it goes on.
Already in the work are composition glass screens, for all your tactical information needs!