I posted just after you

Interesting looking ships, do I spot a theme here David & Goliath.
Perhaps you should have a Harpy, an Achillles & an Argonaut.
I've wondered why no-one seems to modded the Sargon ship before,
it's a good looker imo.
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nope, that was just the first version that I triedDave Toome wrote:Did you have a different card then?I also remember that I had create d3d draw surface errors back with version 1.0.2.1
Ah, that ship was an unpacked bodDave Toome wrote: I could try a few things, but unless someone's got a spare 8800, it could be a long to & fro process
It's probably something simple but there's many parameter to the d3d CreateDevice method.
What I (also) don't understand is why you've also got no ship stats showing, these aren't dependant on d3d being created.
- you probably broke forum rule No. 8:MJALowe wrote:edit: was hoping one would actually show the pic...rather than a link to the pic...oh well
I checked into that - even loading ships from the "load ships" (from the buffered cat files) doesn't give a d3d draw surface. It works fine on the 7600gt at my work thoughMJALowe wrote:something i noticed...when you open an unpacked scene file...it looks for the rest of the data in the cat files, instead of pathed from the current tree, or from the current directory...
makes sense why its done this way, but it means if you open a scene file directly you need to have its bod files packed (with correct paths) into a cat file
It's a weird thing but you can see it in action if you load up the argon M1. The turrets on top of the ship face straight forward (rotated 0,0,0), this means that the guns can potentially turn +/- 90 to the left/right and up/down, basically they get that whole hemisphere to rotate in.Dave Toome wrote:Turrets can rotate +/- 90' ?, didn't know they could do that in all planes, that's a hell of a lot.
But why, just 'cos the intersection of those two hemispheres ends in a given 3D arc, does that define the tuuret's
firing limits?, isn't that just the bit of the firing arc that you can see, the rest is 'off-screen' ?.
Nope, X3 is incredibly simple in how it handles turrets - they're all equalDave Toome wrote:Presumably fixed guns (weapondummy) have a firing cone,
so this cone must be added to a turret's physical aiming-hemisphere?
Or maybe it different for fixed-gun turrets.
I think I'll take #1 [ external image ]Dave Toome wrote:OK, the simpler the better, I think i've got it now
Which way do you find best?
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