Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Petrarch of the VBB on April 07, 2003, 06:39:19 am
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Can someone explain this to me again.
How the hell do I glue turrets to the hull in TS2?
No matter how many times I try, and how many different ways, it does not work.
I can glue one turret fine, but when it comes to the second one, instead of gluing it to the hull, it glues to the union of hull and turret 1. It drives me mad!
I ask becuase I am making a gunship, player flyable, with many weapons, and 100 metres long/
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Name of ship
I
I
Turret01
-----Turret01
-----Turret01-fp (light)
I
I
Turret02
-----Turret02-fp
-----Turret02
I
I
etc etc
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That doesn't really help much. I know to use "glue as child" but do I select the turret and glue it to the hull, or the other way round?
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It's not the hierarchy he's having problems with. It's the actual gluing operations.
Seriously Petrarch shell out the five quid for a copy of PC Plus with TS3.2 on the front, you won`t look back :) Trueview makes it all easy.
However I do remember EdrickV finally figured out how to do it on this (http://www.hard-light.net/forums/index.php/topic,6819.0.html) thread when I was having problems. Scroll to the bottom, it's the last post.
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Here's a tutorial for you:
http://w3.enternet.hu/fscult/tsfs1.rar
I've made it for my MODing mates a while ago. :D
It always works for me, I only use TS1 though.
Glueing in TS1 is very simple:
1) NEVER use glue as child !
2) always select the hull object first (with the object tool).
3) only then select the GLUE AS SIBLING !!! tool
4) click your pre-made turret combos one by one with the glue tool. (Do not touch the Hull with the glue tool !)
Done.
Making the turret combos (prior to glueing to hull):
1) Move base and barrel objects into position
2) Move the axis of both base and barrel into same position, preferably centered within the base object. Both the base and barrel will rotate around this point.
3) Use the Normalize Rotation tool for both axes.
4) Move a light into same position (just where the object axes are)
5) Select the light with the Object Tool
6) Select GLUE AS SIBLING tool
7) Click the turret parts in this order: Barrel > Base (Do not touch light with the glue tool)
Done.
Making multi-barrel object if you want one (prior to making turret combo):
1) Move all barrel objects into position
2) DO NOT use light
3) Select first barrel object with the Object Tool.
4) Select GLUE AS SIBLING tool
5) Click barrel objects one by one (except the first one)
Done.
Never tried this with other than TS1 to be honest.:o
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Originally posted by karajorma
It's not the hierarchy he's having problems with. It's the actual gluing operations.
sorry, didn't read the question properly
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Originally posted by karajorma
Seriously Petrarch shell out the five quid for a copy of PC Plus with TS3.2 on the front, you won`t look back :)
Or have a look at the "Here's something handy" thread - 3.2 is available for free download. :nod:
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Yes, but 56k, you know.
BTW, thanks grunt, that should be useful.
And is anyone willing to rexture this gunship if I get the model working? Be warned, it is a VERY crude model. But then, that's my motto "Simple yet crude"
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OK, just to make the glueing tips complete:
I've tried the same with TS3.2 which will probably become the standard from now.
It behaves quite differently than TS1. You will need to glue all Barrel objects and all Base objects to the Hull like separate subobjects. Don't have to make "turret combos".
So the right sequence for TS3.2 is:
1) Move all Base and Barrel objects in position
2) Move the axis of both of them into same position (centered within base, where you want the turret to rotate around)
3) Put two lights in the same position where the axes of the Barrel and Base are.
4) Create Barrel combo for each turrets (Select one light, GLUE AS SIBLING to Barrel)
5) Create Base combo for each turrets (Select other light, GLUE AS SIBLING to Base)
6) Glue all Base and Barrel combos to Hull (Select Hull with Object Tool, GLUE AS SIBLING to all Barrel and Base combos one by one)
BTW it's better to name Base combos as Turret01, Turret02, etc. and Barrel combos as Barrel01, Barrel02, etc.
Ah, and my good old TS1 tutorial became obsolete of course. :(
TS1 is super ! :yes: :D
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If you`ve got TS3 you don`t need to worry much about the glue controls as Trueview will do the same for you much more quickly and easily :)
Still it's nice to know how it's done :)
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Originally posted by karajorma
Trueview will do the same for you much more quickly and easily :)
OK, OK, but it's too easy. ;)
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get a better copy of TS, 3.2 is freely available, and I know of ways that you could aquire 5.1
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Originally posted by Petrarch of the VBB
Yes, but 56k, you know.
Yes, but even on 56k it is easily DLed. Only 15MB IIRC.
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Originally posted by Bobboau
get a better copy of TS, 3.2 is freely available, and I know of ways that you could aquire 5.1
Models made in TS5.1 can not be converted with the existing converters. Or at least that was my experience.
Cob2FS2 was written for TS1, and PCS for TS3.x if I'm right.
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Originally posted by Grunt
Models made in TS5.1 can not be converted with the existing converters. Or at least that was my experience.
Cob2FS2 was written for TS1, and PCS for TS3.x if I'm right.
Nope. I got a ship to work in the game (eventually) and IIRC Killfrenzy also uses TS5.1
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Originally posted by karajorma
Nope. I got a ship to work in the game (eventually) and IIRC Killfrenzy also uses TS5.1
Is there any trick to do it ?
I had an error like "You should glue those subobjects together" or something like that every time. :rolleyes:
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well, did you try glueing all thouse objects together?
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Originally posted by Grunt
Is there any trick to do it ?
I had an error like "You should glue those subobjects together" or something like that every time. :rolleyes:
Nope. I never saw that particular error once. I can`t think of any difference between what I did on TS4.0 and TS5.1
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If no one said yes yet I'm willing to give a few hours/days playing around with textures... Is there a particular color/fleet scheme you have in mind? Or is the sky the limit? ;) I haven't learned how to do insignia's yet though :(
Umm, you said "retexture" I take it that model is already mapped so texture change can be easy (like with 3d exploration), if so
Mail to [email protected]
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Well at the moment it just has the AWAC tile all over it, clearly this is inadequate. I am still making finishing touches ot the model (turrets and such). I'll try and post some shots and maybe even the pof tomorrow.
BTW, this ship rocks! It has 12 primary banks, 12 secondary banks and two forward facing Kayser turrets to take out oncoming fighters. This is neccesscary as the primaryies are too widely spaced to be able to hit fighters properly. (They are on the "wings" and the ship is 80meteres wide!;7 )
Tiara will now hate it because it has wings. Foolish girl.;)
Oh and grunt. Thanks again for that tut, it was the most useful one I've seen so far.
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Originally posted by Petrarch of the VBB
Oh and grunt. Thanks again for that tut, it was the most useful one I've seen so far.
You're welcome. :yes:
Ah and that was the most positive feedback I've seen about it so far. ;)
And the exact symptoms of my TS51 experiments are like this:
Created one single cube in an empty scene. No other objects to glue or whatever.
Textured it with one single bmp.
Saved as scn.
Opened in PCS 1.1.01 (indeed an ancient one but works well with earlier versions of TS) for SCN to POF conversion.
The result:
You forgot to group those objects !
Interestingly Cob2FS2 did the job this time. :confused:
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Try the same experiment with TS4 and you`ll probably get the same result. I don`t know about the earlier versions but I think the result was the same with TS2 when I tried it.
Stick a turret to it however and it will convert fine. PCS won`t convert a model unless is has a sub object of some sort (LOD, Turret, Debris it isn`t picky).
Cob2FS2 on the other hand doesn`t care if you've only got a single ungrouped model
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Grunt, the best thing to do is to just glue a lightbulb to the approximate centre of it. PCS likes that :nod:
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As I remember I've also tried it with complete models imported from TS1 which were previously converted from TS1 with no problem.
And it gave the same result.
On the other hand I don't like TS51 too much. The interface is a bit chaotic IMO, and 3DS MAX is a lot more reliable and precise.
Though 3ds files imported directly into TS1 could not be converted in some cases. But when I imported them into TS51 and resaved in 3ds format, then loaded into TS1 it was OK.
Crazy isn't it ? :D
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Right you vultures. Here is the gunship as it is so far.
The readme should answer any questions.
Linkage (http://www.3dap.com/hlp/hosted/14_year_war/PoVBB/petrarchgunship.zip)
So star dragon, if you want to try your hand at texturing it, be my guest.
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I thought this would be a simple spend hours going through every texture I have looking for right combination of style but unfortunately it only takes 1 texture (the second slot seems to make no difference)... I DLed ultimate unwrap sp I will be learning how to apply textures to raw models. Sorry if i misrepresented myself, I only use 3d exploration to replace existing textures on prepared models. Still new at this. (but looking at the model has given me some ideas)...
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Just do your best, and you will be rewarded?
Want a Radeon 9000Pro? ;7