Author Topic: PCS2 User to User Help  (Read 109964 times)

0 Members and 1 Guest are viewing this topic.

Ok can some one spot where I have gone wrong

I am using
Blender 2.49a
PCS 2.0.3
+ files recommended in the Blender to POF Conversions FSWiki entry

the issue is that i seem to loose scale when going from blender to PCS2 via .dae but only on the detail object everything else seems ok,  the two images show what the ship looks like in blender and what it looks like in PCS2 with the shield object selected for comparison which as far as i can tell is ok  the effect seems to be shortening on the y axis with a small increase on X and Z (so the ship is shorter, fatter and wider)

in blender i am using one square to one FS meter so the ship should be around 20 meters long 24 meters wide and 4 meters high with the shield mesh running 24L,30W,6H
My guess is that you have not applied scale/rotation to the detail object. In order to see that, select it in Blender and press N; you should now check that the object is not scaled (i.e. all scale values must be 1) or rotated (all rotations must be 0). If something is wrong there, press Ctrl-A and apply all scale/rotation.

 

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Minecraft
    • Skype
    • Twitter
    • Headdie on Deviant Art
Ok can some one spot where I have gone wrong

I am using
Blender 2.49a
PCS 2.0.3
+ files recommended in the Blender to POF Conversions FSWiki entry

the issue is that i seem to loose scale when going from blender to PCS2 via .dae but only on the detail object everything else seems ok,  the two images show what the ship looks like in blender and what it looks like in PCS2 with the shield object selected for comparison which as far as i can tell is ok  the effect seems to be shortening on the y axis with a small increase on X and Z (so the ship is shorter, fatter and wider)

in blender i am using one square to one FS meter so the ship should be around 20 meters long 24 meters wide and 4 meters high with the shield mesh running 24L,30W,6H
My guess is that you have not applied scale/rotation to the detail object. In order to see that, select it in Blender and press N; you should now check that the object is not scaled (i.e. all scale values must be 1) or rotated (all rotations must be 0). If something is wrong there, press Ctrl-A and apply all scale/rotation.

I am going to walk off swearing now because that was such an obvious fix when you have read through the tutorial, thanks for pointing it out
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 
Is it possible to make a (multipart) turret automatically return to a default position when no targets are within its FOV?

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
(´・ω・`)
=============================================================

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Yes.
http://www.hard-light.net/wiki/index.php/Subsystem#.24Turret_Reset_Delay:

does it return the turret to the pof position or to the animation code defined position?
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
At first sight, I'd say to the POF defined position; the ani code-defined "initial" trigger seems to only trigger at the start of each mission.

Anyhow, it'll do for my case, cheers :)

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Well, you could also use the flag "reset when idle".
That might reset it to a better position. I don't know.
(´・ω・`)
=============================================================

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Well, you could also use the flag "reset when idle".
That might reset it to a better position. I don't know.
well, it doesnt work as advertised for me. (to be more precise, it doesnt work...)
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Where did you place the flag? And the reset delay option
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
i used the "reset when idle" flag in the turret flag part, as its wiki entry is under the $Subsystem part :P


reset delay wasnt used as i overlooked that one when i tried it :p...
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Well.. tested on a fresh build, and it worked just as it should have. I placed the flag in to the subsystem flags in the ships.tbl as it should and didn't see anything wrong with it.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
is it compatible with animation code tho?
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Well the ships i used were mediavp tritons and aeolus. Both had initial barrel rotation set for them. And the turrets reseted to the place where the initial position (same position as they started the game). So it works.. If you have got multiple initial animations going on for a single turret then they probably wont though.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
nah, just a single initial, to set the turret angles. i will need to test this out more thoroughly, it could just be that the turret reset delay needs to be set.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
As we are speaking about turrets i have  a question about it :
i m using dae with 3ds max to export my ships, and every time i export a ship , the ship is correctly imported to pcs2, turrets are ok, but the firepoints are totally misaligned and firing normals are not pointed to the right direction.
i  use to correct it with pcs2 but when i'm working on a 14 turrets ships with some turrets equipped with 6 firing points it take time, a day almost...
So i'd like to find out why it doesn't export it correctly, any idea?
all my subobject has the reset xfrom things on itand the ship is placed at 0.0.0.
« Last Edit: January 06, 2010, 08:53:46 am by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Did you reset xform?
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Yes, i've reset all object and subobject before the export.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
What does the turret show as a position in PCS2?  What is the firing points offset? They should be relatively small values or 0.  It's possibly an offset vs world coordinate issue. 

Are the firing points attached to the turrets as the parent?  Is the pivot centered on the turret? 

You could just do the firing points in PCS2 and import them from the model each time you redo it.  I find that is the easiest way. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Well as i discovered that yesterday evening, turret's firing point position are relative to its parent turret, so as i have a lot of turret who share the same design i just copy each firing point.
But i could not place them perfectly... because i didn't find any other movement type than rotating along the whole ship with the mouse and when you deal with a big ship.... you see what i mean.

The pivot is centered on the turret and i ve follow scoobydoo's instruction.
Maybe the problem come from my dae export setting?
May someone who have no problem like this with dae export from 3dsmax share a screenshot of the dae setting on the pop up windows when you export dae?
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
As far as moving a big ship in PCS2 without rotating it's hold shift and slide the mouse.  Wheel zooms. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras