Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LAW ENFORCER on January 29, 2003, 06:02:18 pm
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Ok What version of PCS does autoturret with firepoints work in?
And what is the EXACT procedure to get them working... I need them now, I have never got them working and realy NEED them now so help anyone?
I have looked at Bobs new PCS thingy [that toutorial thing, not the new SUPAR!! POFer] and it still dosn't help and assume its my naming things but whatever i name them nothing works.... AAARRRRRGGGGGHHH!!!!! :mad2: :mad2: :mad2: :no: :no: :sigh:
etc. etc. etc.
*really wants to finish ship NOW!*
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autoturret just adds gunpoints. if you can't make the turret works in the first place, that won't change anything to you.
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this thread works now?
anyway...
What?
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check sig
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Geeze. Making turrets "automatically" (which I've only partly done) seems to involve a lot more work then making them via ModelView32, which I have done.
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yes and I want to know how to do it!:rolleyes:
I have done PLENTY of turrets in MV32 (and its screwed up with its reversed stuff to!)
The point to the thread, bob, is that I can't get it working WITH your instructions see... ???? ummmm?????:ick
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I thought my directions were fairly clear, you did look in the auto-gen section right?
I included visual aids and everything
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Yes it is! Its great! But I couldn't do it! I wanted to know the "rules". Anything and everything to do with the naming etc etc so I can see where my error is!
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I put all I knew into it,
your model does have the right higherarchy right?
the only other thing would be that you didn't name them right, like not nameing a point name_of_base-fp01
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Thats what I figured but I can't put numbers in TS2 and nothing changed when compiling it after renaming it in 3DExploration....:shaking: :rolleyes:
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I think you identified your problem right there. You're using TS2, which doesn't take to PCS style naming schemes very well.
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yup, PCS does not suport any version < 4
you're luck you are able to get it working as well as you seem to be.
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We really need a converter that goes through a more friendly format than Truespace objects....
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let me guess, 3DS?
:)
not from me...
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Originally posted by Bobboau
yup, PCS does not suport any version < 4
you're luck you are able to get it working as well as you seem to be.
It's not really a matter of PCS supporting or not supporting any version of Truespace. PCS supports the COB format, from version 1 through version 5. The problem is the auto turret system is based around subobject names in certain patterns, and older versions of TS don't let you do the names the right way. A properly created COB file from any version of Truespace should be able to be converted by PCS, it's just the automatic things based around subobject names with numbers in them that isn't so reliable. (And that could probably be changed.) Partial auto turret generation (filling in subobject info) works even with TS1 files. (Where the subobjects are named things like "turret,1" though the subobjects may end up being named just "turret", that's not hard to fix in a POF editor.)
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yeah thats the problem... everything works fine! Abosultly! Its only the firepoints and thus the turrets the rotation and all that is fine so how do I 'correct' the problem... I said I renamed them in 3DEx but that does not matter?
Help:(
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About your converter... I hate 3DS it sucks (i hate a lot of things:D)
You need a better one... or more!
Indivadual converters for obj. 3ds. cob. etc I say
Although how to you get the heirarcy?
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Originally posted by Shrike
We really need a converter that goes through a more friendly format than Truespace objects....
Or a 'wrapper' convertor that translates 3ds data into cob format (i.e. takes a 3ds file and returns the relevant info as if it were a cob without the cob->pof knowing the format).
I.e. rather than parse a cob file, call a parsing function. Then have specific subclasses for each format, so you can extend the convertors' supported formats simply by creating additional subclasses...sort of like using an adapter pattern to abstract the format-specific parsed data.
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Originally posted by LAW ENFORCER
Thats what I figured but I can't put numbers in TS2 and nothing changed when compiling it after renaming it in 3DExploration....:shaking: :rolleyes:
use brute Force.
name all your turret
turretaaa
turretaab
turreraac
and so on.
save the cob or scn file.
open the scn or cob file in an TEXT editor
find the above turretnames.
overwrite to match this
turret01a
turret02a
turret03a
and so on.
save, file from txt editor. AND DONT REOPEN THE FILE in TS2, or it will rename your turrets to something odd.
now use PCS.
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I don't see how thats any diffrent from renaming them in 3D exploration but I'll try it.... ( no doubt I have to write a program to do it for me once I have got tried of it:rolleyes: )
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Originally posted by LAW ENFORCER
I don't see how thats any diffrent from renaming them in 3D exploration but I'll try it.... ( no doubt I have to write a program to do it for me once I have got tried of it:rolleyes: )
´because 3d exp, is utter crap, for editing.
Thrust me, i did it like this when i used ts2.
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ok trying it.....
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heh....
it seems I have Truespace 3 SE....
heh....
It works:doubt:
I can rename it in trueview and it works fine... great.....
I got TS3SE about 3 months after TS2....:shaking:
Woops!
Thanks for fixing me problem by the way... telling me that 3Dexpl/TS2 don't work... heh....
Stop looking at me like that! Im NOT an idiot! OK?