Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TopAce on April 15, 2003, 11:46:31 am

Title: Multi part turrets
Post by: TopAce on April 15, 2003, 11:46:31 am
I got problems with making multi part turrets, I had read several tuts, but they didn't help.

The method as I make MPTs:

Base geometry, making its axis, moving the axis to the bottom of the base, making a light into the centre of the base geo, naming the group as 'turret01a', the base geo as 'turret01a' and the light as 'H_turret01a'

Making one barrel  geometrically, making irs axis, moving it to the bottom of the barrel, placing light in the center of the barrel geo, glueing them together and I name them as 'turret01-arm' the barrel geo is 'turret01-arm', too. The light is 'H_turret01-arm'

I glue the barrel group into the base group.

PCS. The turret itself has the axis of Y, and the barrel has the axis of X. The 'turret' window has 'turret01a' paired with 'turret01-arm', fire points and normals set fine

Despite all of these, my turret doesn't rotate, it can only fire, please help me, if you can.
Title: Multi part turrets
Post by: karajorma on April 15, 2003, 01:43:02 pm
I knew there was something I was forgetting to update! I`ll update my turreting tutorial and get it to work properly and then post a link here.  (the current version works perfectly until you hit them and FS2 crashes) :)

As for what you`re doing I can't see anything wrong with it to be honest. You might want to try missing the light off the turret base but appart from that it's fairly similar to what I do now.
Title: Multi part turrets
Post by: KARMA on April 15, 2003, 05:40:41 pm
maybe something related to fov?
Title: Multi part turrets
Post by: karajorma on April 15, 2003, 05:55:10 pm
I was under the impression that fov had nothing to do with how much the turret would rotate (or how far the barrel would move for that matter) just simply how much of the surrounding space the turret would actually fire at.

Anyway the turretting tutorial is now fixed and should now provide you with turrets that don`t crash the game. You can find it here (http://homepage.ntlworld.com/karajorma/freespace/shipmods.html)
Title: Multi part turrets
Post by: Petrarch of the VBB on April 16, 2003, 01:51:06 pm
I found grunt's tutorial to be vrey useful, I'll try to find a link.

Here you are (http://w3.enternet.hu/fscult/tsfs1.rar)
Title: Multi part turrets
Post by: Grunt on April 17, 2003, 01:22:47 am
Quote
Originally posted by Petrarch of the VBB
I found grunt's tutorial to be vrey useful, I'll try to find a link.

Here you are (http://w3.enternet.hu/fscult/tsfs1.rar)


Yep ! That surely works for TS1. If you are using TS3.2 though, I suggest that you should follow karajorma's tutor.

Anyway, we have already discussed this in the following thread:

http://www.hard-light.net/forums/index.php/topic,14380.0.html

(and in several others during the last 4 years. :D)
Title: Multi part turrets
Post by: Petrarch of the VBB on April 17, 2003, 02:04:18 pm
Works for TS 2, as well.
Title: Multi part turrets
Post by: karajorma on April 17, 2003, 02:39:10 pm
Even I found grunt's tutorial useful when writing mine :)

I think mine is somewhat clearer though and it covers what to do in PCS and modelview though.

My advice would be read both and try which ever you find easier to follow.
Title: Multi part turrets
Post by: Petrarch of the VBB on April 17, 2003, 02:41:57 pm
I'll try yours, see what it tastes like. Electricity, probably.

EDIT: That is one sweet tutorial! Litterally!
Title: Multi part turrets
Post by: Grunt on April 18, 2003, 01:19:32 am
So to sum it all up, you are facing two EXCELLENT tutorials here anyway. :D

Btw:
karajorma, if you've figured out what was causing the crashes, you should point it out in the tutor, to warn ppl what to avoid.
Title: Multi part turrets
Post by: karajorma on April 18, 2003, 03:51:28 am
Quote
Originally posted by Grunt
karajorma, if you've figured out what was causing the crashes, you should point it out in the tutor, to warn ppl what to avoid.


I never did figure out what was causing the problem. There doesn`t seem to be much of a difference between what I was doing then and what I do now.
 The really odd thing was that the problem turrets seemed to work perfectly until you banged into them.
Title: Multi part turrets
Post by: TopAce on April 23, 2003, 03:20:48 pm
I used both Grunt and Karajorma's tuts, but they didn't help at all. I send you my attempt of making these turrets. Can anybody check what the problem is? This zip contains the cob and the pof.
I have been playing with moving lights, changing rotating axis for weeks, but none of them helped.

http://www.nexus.hu/harace//Multiturret.zip

Somehow I could make multi turrets operational in this pof:
That was long before I started making the model above

http://www.nexus.hu/harace//Sentry.pof
Title: Multi part turrets
Post by: karajorma on April 23, 2003, 04:24:21 pm
Quote
Hiba! (Error 404)

A KERESETT FILE VAGY KÖNYVTÁR NEM TALÁLHATÓ SZERVERÜNKÖN!
THE REQUESTED FILE OR DIRECTORY WAS NOT FOUND ON THIS SERVER!


A keresett oldal vagy nem létezik, vagy rossz címet adtál meg. Ellenôrizd és próbáld újra, vagy próbálj meg megkeresni a NEXUS oldalain:  


When I try to download the one that doesn`t work I get that message. The sentry did download. The multiparts aren`t too well made though. When they rotate they'll probably rotate straight out of the base and hang in mid air. You should move them ever so slightly into the base.
Title: Multi part turrets
Post by: Grunt on April 24, 2003, 12:46:43 am
You have to start the filename in the URL with capital letter !
Title: Multi part turrets
Post by: karajorma on April 24, 2003, 04:14:59 am
Okay.

1) Your firing point is on the wrong end of the barrel! :) It should be at the top of it not the bottom.

I`ll take a longer look at the ship tonight and try to determine the cause of the problem cause I don`t think that the firing point is it.
Title: Multi part turrets
Post by: karajorma on April 24, 2003, 04:13:52 pm
Solved it. Rename the turret base to Turret01 NOT Turret01a. I did it using modelview

Your turret will immediately start to work.

Unfortunately there are another small problem. The normal on the turret is completely wrong. You have -1,-1,-1. It should be 0,1,0. If you move the firing point that problem should go away though.
Title: Multi part turrets
Post by: TrashMan on April 25, 2003, 10:30:46 am
How many multi-part turrets can FS2_Open support on a single capship?
I have one with 18, so I wanna know if I have to remove a few...
+ about 75 standard turrets

EDIT: Another question:
Can anyone give me an example of how the particle spew and corkscrew effect work' What lines do I need and where do I put them?
Title: Multi part turrets
Post by: TopAce on April 29, 2003, 11:49:02 am
Quote
Originally posted by Grunt
You have to start the filename in the URL with capital letter !


Apparently it is fixed.
Title: Multi part turrets
Post by: TopAce on April 29, 2003, 11:50:44 am
Quote
Originally posted by karajorma
Solved it. Rename the turret base to Turret01 NOT Turret01a. I did it using modelview

Your turret will immediately start to work.

Unfortunately there are another small problem. The normal on the turret is completely wrong. You have -1,-1,-1. It should be 0,1,0. If you move the firing point that problem should go away though.


I tried the way like this for the very first time, but it didn't help. How can you rename sg with modelview? I rename using TS3
Title: Multi part turrets
Post by: StratComm on April 29, 2003, 12:08:33 pm
Use PCS to change the name of the turret, then fix up the firing point in Modelview.
Title: Multi part turrets
Post by: TopAce on April 29, 2003, 12:13:40 pm
Where the firing point must be? It is now right on the barrel. Where do I move them? Do I need to set the paths?

What is the difference when I rename the turret in TS, not PCS?
Title: Multi part turrets
Post by: karajorma on April 29, 2003, 12:43:06 pm
It doesn't matter where you rename the turret but if you do it in modelview or PCS you don't need to convert it again :)

As for the firing point, the pof was incorrect but I think you'd moved it on cob and that version would work fine. When you made the pof the firing point was in exactly the same place as the axes. This means that when you convert with PCS you end up with a normal of -1,-1,-1. I'm guessing you must have moved the light after you made the pof.
Title: Multi part turrets
Post by: TopAce on April 29, 2003, 12:55:53 pm
Isn't the pof independent from its cob which I converted it from?
So the axis must be in the bottom of the barrel, and I have to set its normal to for example 0,1,0 and firing point to for example 0,6,0. I have it already done before, but it doesn't work.
Title: Multi part turrets
Post by: StratComm on April 29, 2003, 01:05:01 pm
Have you tried calling the subsystems "turret01a" instead of "turret01."  Seems like you have to do this.  Subsystem names must always match their physical subsystem (or special area) exactly or they will not work.
Title: Multi part turrets
Post by: TopAce on April 29, 2003, 04:23:30 pm
Quote
Originally posted by StratComm
Have you tried calling the subsystems "turret01a" instead of "turret01."  Seems like you have to do this.  Subsystem names must always match their physical subsystem (or special area) exactly or they will not work.


I have been doing that all the time, despite no rotation is made.
Perhaps should I rename the barrel as 'turret01a-arm' instead of 'turret01-arm'

I don't think it is the solution, I used the GTI Acheron as a sample. Well, I think I made exactly like that, just my barrel was standing up 90 degress instead of 80 degrees, like of the Acheron has.

There were hundred of combinations I have tried, none of them has been working.

Can somebody send me a .cob and a .pof which I can use as a simple sample? The Acheron is a bit complicated for a beginner.
Title: Multi part turrets
Post by: karajorma on April 29, 2003, 05:39:45 pm
Okay. I'm a little confused now. The pof I downloaded had only two minor errors.

1) The Normal was wrong (this would stop your turret shooting properly)

2) The turret was called Turret01a instead of Turret01.

When I changed both of those things (in the Pof - using Modelview). The ship started to work perfectly well. The turret would rotate and the guns would shoot in the right direction.

EDIT : I looked. I had it sitting in my data-Testing folder. Click me (http://homepage.ntlworld.com/karajorma/freespace/TopAcesShip.zip)
If this doesn't work for you I'd think about examing the table file too. It's very easy to blame your turret errors on your modelling and fail to notice you've not given the turret a rotation speed on the table! :)
Title: Multi part turrets
Post by: TopAce on May 13, 2003, 01:20:09 pm
Well, das problem ist fixed, Ich set the axis of der base when it had already been glued to das barrels, und it caused problems.
Danke schrön, für everybody anyway!

Do not put any comments for my german knowledge, please! :)
Title: Multi part turrets
Post by: FreeTerran on May 13, 2003, 01:29:34 pm
Quote
Originally posted by TopAce
Well, das problem ist fixed, Ich set the axis of der base when it had already been glued to das barrels, und it caused problems.
Danke schrön, für everybody anyway!

Do not put any comments for my german knowledge, please! :)


Why do you talk german ?
Title: Multi part turrets
Post by: TopAce on May 13, 2003, 01:39:18 pm
Quote
Originally posted by Free Terran


Why do you talk german ?


It's a fun writing a sentance with words from different languages:

Das sole is süt  = The sun is shining
Happy nuovo jahre neked = Happy new year for you!
Title: Multi part turrets
Post by: KARMA on May 13, 2003, 03:36:39 pm
he speak gerglish!!:lol: