Q) What is, and how does POF Constructor Suites's "AutoTurret" feature work?
A) AutoTurret is a comprehensive hierarchy extension to support all features of turrets. AutoTurret automatically sets up subsystem data, and TGUN data for turrets (both stationary and rotating). The system is activated by naming the (statationary) turret "Turret[NN]" where '[NN]' is the number of the where - ie "Turret01" is the first turret. Rotating turrets are "Turret[NN]-Base" and "Turret[NN]-Arms" for the respective parts. (Note: You can append more text - such as LOD letters to the end of the names without breaking the system). AutoTurret also features the ability to define firepoints (and thereby the normal) via a light. You place the light where the firepoint should be and name it "Turret[NN]-FP[II]" where once again [NN] is the turret number and [II] is an ID number for the firepoint (PCS doesn't use it, inserts them in the order it finds them). When (a) firepoint(s) is/are defined PCS automatically figures the normal via the "average location of the firepoints relative to the center of the parent object." (Watch out - calculus ahead!)
In other words if you have two firepoints at v1(5, 50, 0) and v2(-5, 50, 0) from the center of the parent object the math would be as follows:
v1 + v2 = v3(0, 100, 0)
normal = u(v3) = (v3 / | |v3| |) = (0, 1, 0)
AutoTurret is designed to save a lot of time in conversion by letting them modeller define this data, and you do not have to re-enter [or sometimes recalculate] the data when you compile a new version[/i]
Q) What is, and how does POF Constructor Suites's "AutoEngine" feature work?
A) AutoEngine is a convention for position firepoints in the modeling program - you simply place a light named "EngGlow[NN]-[II]" where [NN] is the engine in the FUEL chunk and [II] is a numeric identifer [once again not used by PCS]
Q) What is, and how does POF Constructor Suites's "AutoInsignia" feature work?
A) AutoInsignia is a feature that allows INSG data to be created in the modeling environment by creating a PLANE (make sure it's a plane), triangulating it (make sure it's triangulated). The modeller should then texture it with a 'generic squadlogo' the way they want it to look at group it with a light and name it "InsgLOD[UU]" [UU] is the LOD number of the insignia and IS USED. Once you have all that done simply place the insignia where it goes on the hull and glue it on [like a LOD or a debris piece]
[This message has been edited by Kazan (edited 08-21-2001).]
[This message has been edited by Kazan (edited 09-20-2001).]