Files
scorpion21211-cmd 8efae1a0d0 changelog
arcology updated
ship models in
particle fx is broken on kestrel
2026-10-04 19:37:48 -04:00

32 lines
2.9 KiB
Plaintext

Godot 4.7 project. Units: 1 = 1 meter. Open this folder (it has project.godot). Hongqi is the main scene. The other ships are resolute.tscn, kestrel.tscn, soyuz.tscn, and shrike.tscn. Do not re-import these GLBs into the hangar. These .tscn files are ordinary Godot 4.7 scenes; replace the whole folder if an older copy still says a scene is corrupt.
Each scene is a glb (mesh, embedded PNG textures, 0..1 animation clips) plus a script that spawns particles on the Vfx sockets when you press Play. Textures are inside the glb. Ribbons are not. Drive, RCS, and abort flames are crossed additive ribbons from naf_fx.gd and ribbon.gdshader. Chaff and abort sparks are the only GPUParticles. PDC is a stream of short tracer bolts, not one beam. The tscn adds a near-black world so the additive jets show. Godot's default grey sky washes them out.
Press Play, then use the inspector. Drive On plus Throttle runs the torch. The 0..1 sliders seek the imported clips. Gear starts down. Hatches start shut. Hongqi radiators start open.
Keep these files together. The scripts preload naf_fx.gd from this folder.
| Scene | Open | Axes |
|---|---|---|
| resolute.tscn | NAF Resolute | nose +Y, starboard +X, dorsal +Z |
| kestrel.tscn | Kestrel EC-01 | nose +Y, starboard +X, dorsal +Z |
| hongqi.tscn | 红旗-07 | nose +Y, starboard +X, dorsal +Z. Root scale 1.14, same as the hangar. |
| soyuz.tscn | Soyuz-MS | dock +Z, dorsal +Y, starboard +X. Nose thrust is +Z. |
| shrike.tscn | Phantom II | nose +Z, belly -Y, starboard +X. Nose thrust is +Z. |
Rest pose: gear down where the ship has gear, hatches shut, torpedo doors shut, canopy shut, effects off. Hongqi radiators start open. Sliders seek the imported AnimationPlayer. If Godot nests that player, the scripts look it up with find_child.
Hongqi clips: gear_deploy, radiators_deploy, hatch_boarding_port, hatch_boarding_stbd, hatch_airlock_open, hatch_deck_open, hatch_ramp_open, torpedo_doors_open.
Hongqi sockets: Vfx_DrivePlume (main bell, exhaust -Y), Vfx_Drive_Port, Vfx_Drive_Stbd, Vfx_Chaff, RCS *_Vfx on the grafted clusters, PDT_*_Muzzle.
Hongqi drive_on plus throttle is a gold core inside a cinnabar sheath. Outboard bells use a shorter copy of the same plume. battle_lights goes dim cinnabar, not the Resolute red.
Soyuz clips: hatch_crew_open, hatch_transfer_open, hatch_dock_open.
Soyuz sockets: Vfx_DrivePlume (exhaust -Z, short chemical plume), Vfx_RCS_*, Vfx_Abort_0..5 (the six soft-landing motors). abort_burn is that landing burn.
Shrike clips: gear_deploy, canopy_open.
Shrike sockets: Vfx_DrivePlume (exhaust -Z), Vfx_RCS_*, PDT_L_Muzzle, PDT_R_Muzzle, Vfx_Chaff.
Resolute and Kestrel are unchanged in behavior. See PARTICLE_FX.md for ribbon sizes, which bell fires, and what not to replace with a particle spray.
Exhaust direction is the socket's local position, rotated by the inverse of its quaternion. Do not aim the ribbons by the ship's nose axis. A bell fires only when that exhaust dots the negated thrust by more than 0.7.