Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Thorn on December 21, 2001, 01:47:00 pm
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Does FS2 allow turrets that rotate on the Z axis like this one?
(http://homeworld.sierra.com/images/hw/screenshots/screen-091599-b.jpg)
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I can't answer your question, but I have to say that's a pretty ship. I mean bloody pretty. Its the blue. It does it for me.
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--Mik
http://www.404error.com
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Its from Homeworld. Taidan "Qwaar Jet" Heavy Cruiser
It'll probably end up being all grey once I get it converted to FS2, the textures use multiple layers so you can customise your colors ingame. Id have to edit all of the textures to give them any color, and theres an average of 30 for capships and 20 for fighters.
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Another shot of it
(http://homeworld.sierra.com/images/hw/screenshots/screen-092099-b.jpg)
and the Kushan version
(http://homeworld.sierra.com/images/hw/screenshots/screen-080699-c.jpg)
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The white/blue/grey one looks good too, but that Kushan ship is nasty. I'd hate to think you would have to give up that pretty blue for grey because of the complex texturing. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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--Mik
http://www.404error.com
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To answer your question, no, it doesn't. The babylon project team spent hours trying to get the side turrets on the Hyperion to rotate, but it didn't work.
The strangest thing is, that in some early FS2 demo the Deimos had rotating side turrets, guess they didn't have time to completely finish it.
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Damnit, guess they'll have to be static then :/
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Hmm.. Actually, now that I look at it, if you are referring to those rear turrets, they're supposed to rotate only up/down, right?
Because that might be possible, I know for sure that side turrets can't rotate on both z and x axis, but not sure about that.
Guess it's worth a try.
[This message has been edited by Pera (edited 12-21-2001).]
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from what I know, side turrets can't rotate. But you could try a little trick and make the turret a barrel for an invisible turret base facing upwards. Don't know if somebody ever tried this.
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Hmm..
just stick a block inside it you mean? Make the block the turret, one that doesnt rotate...
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I reckon a homeworld mod would kick serious *** , I might help you do it, I have got homeworld and freespace 2...
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We could always use some help..
What can you do?
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Bah, I'm gonna be gone all day tomorrow..
Email in sig (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Staffer at The Apocalypse Project ("http://www.thebeastproject.barrysworld.net")
ICQ: 61984561
e-mail: [email protected]
[This message has been edited by Thorn (edited 12-21-2001).]
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Alright, if it's there in the demo, can anyone use vpview to pull the demo's Deimos so we can all see it?
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~Space Kitsuné
6-tailed modder.
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To complete the subject:
"do not work"
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Originally posted by Thorn:
Damnit, guess they'll have to be static then :/
If you want whe can place the turrets at a different piont.
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Project Leader of The The Apocalypse Project ("http://thebeastproject.barrysworld.com")
Bringing homeworld and freespace together.
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Up/Down can be changed to left/right surely?
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I'll just leave them as forward firing turrets, They would look really wierd moving left/right. And it wouldnt be the HC with them anywhere else..
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Turret rotation is hardcoded for FS2... if you look at the Deimos, etc in ModelView and rotate subobjects, it's well wierd. I think there must have been a problem with the beta testing for this, because clearly the pof has different data stored in it than the actual engine is using for rotating the turrets.
=> some sort of override.
bTW, has anyone tried importing the demo Deimos into the full game?
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Originally posted by aldo_14:
Turret rotation is hardcoded for FS2... if you look at the Deimos, etc in ModelView and rotate subobjects, it's well wierd. I think there must have been a problem with the beta testing for this, because clearly the pof has different data stored in it than the actual engine is using for rotating the turrets.
=> some sort of override.
bTW, has anyone tried importing the demo Deimos into the full game?
It doesn't work, FS2 simply doesn't find the model.
To Thorn and Alexander:
I did some testing, and I think that if we build the turret out of only one subobject, so no turret-arm, then I think it'll work the way it does in Cataclysm.
[This message has been edited by Pera (edited 12-23-2001).]
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Originally posted by Pera:
It doesn't work, FS2 simply doesn't find the model.
Hmm.... probably changed the pof format or something.
Maybe something to do with the data parsing.
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To Thorn and Alexander:
I did some testing, and I think that if we build the turret out of only one subobject, so no turret-arm, then I think it'll work the way it does in Cataclysm.
mmmmmmm try it and see if it works, mayby that it is lockt somewhere in the core files, if so the britsem brothers can fix it, or the fs engine just can't handle it.