Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Maz_Payne on August 27, 2001, 02:33:00 pm

Title: problems with truespace
Post by: Maz_Payne on August 27, 2001, 02:33:00 pm
hey all i have been having trouble with truespace how do you make sub objects and how do make subsystems and weapon turrets.

this has really annoyed and i have appealed over many boards for an awnser.

plz put my mind at rest.

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He who controls the past commands the future
He who controls the future conquers the past.
Title: problems with truespace
Post by: Jabu on August 27, 2001, 03:41:00 pm
Subsystems you do in FSMM2, POF CS, or the new ModelView. Submodels are just seperate models glued to the main model correctly. All turrets must be submodels named TurretXX where XX is the number ie. Turret01. Turret data must also be added in POF CS or equivalent.
Title: problems with truespace
Post by: Darkage on August 27, 2001, 05:11:00 pm
Don't we all problems whit treush1t  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif)

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[This message has been edited by darkage (edited 08-27-2001).]
Title: problems with truespace
Post by: LAW ENFORCER on August 27, 2001, 05:39:00 pm
no??? never hade a problem with truespace that wasn't my falut...
treush1t however is unknown to me and I proably wouldn't use that peice of...
em.. what very we talking about again?
Title: problems with truespace
Post by: jonskowitz on August 27, 2001, 07:08:00 pm
Remember, if you have two models for a turret (such as a turret body and a gun-barrel) you need to glue a light (as a sibling) to the associated rotational submodel (usually the gunbarrel) and then glue it to the main part of the turret as a child.  Once all that is done, glue the whole assembly to the hull as a child.
This is the procedure I worked out for Truespace 3.1, I don't know if its different for other versions of truespace.

Another tip on turrets, you may only have dorsal and ventral turret positions rotate.  I'm currently working on a project to try and trick FS1 into accepting flank mounted turrets but I haven't had much success yet.  If you must use flanking turrets, do not use them as rotating objects or you'll get weird results.

Hope this helps...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: problems with truespace
Post by: IPAndrews on August 27, 2001, 07:19:00 pm
Read the Ship Creation Guide on my site.
Title: problems with truespace
Post by: Anaz on August 28, 2001, 07:25:00 pm
Use PCS. It will add turrets automaticly if you name the lights right.
Title: problems with truespace
Post by: Setekh on August 29, 2001, 08:04:00 am
 
Quote
Originally posted by Maz_Payne:
this has really annoyed and i have appealed over many boards for an awnser.

plz put my mind at rest.

Well, you've finally come to the right one  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Once you've glued your light (do you know how to do that?), PCS will do the rest for you. Where's Kazan?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)