Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Culando on August 30, 2003, 02:00:45 pm
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If I wanted to take an existing model, and add a fighter bay to it, how could I do that? A campaign I might work on kinda has a need for a Cruiser and/or Corvette sized ship with a fighter bay. I tried using the POF editor in model view to add one, but it didn't work. (I doubted it would but I figured that I'd try) Can anyone help me?
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If you mean just giving it a new subsystem labeled fighterbay, you should be fine with modelview... get any errors or just don't know how to do it?
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The subsystem part of the POF editor in ModelView is possibly the easiest thing in the world to use. As for the table entry, just copy another sub-system line and edit the name.
Now, the actual mesh is another vessel of aquatic vertebrates, assuming yo uactually want to model a recessed fighterbay. There are a few proggies which will turn your POF in to a COB, for use with TrueSpace, and TS3 can be had for free - track down karajorma and check his FAQ. The slowest-but-easiest way to edit the mesh is to move the individual vertices, or points.
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The GTSC Faustus has a small hangar for launching escape pods. With a little reskinning and a table edit you could make it a cheap and quick cruiser with a fighterbay.
There are a couple dedicated corvette-with-fighterbay mods floating around; I can't think of any myself, though.
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1. Add a subsystem
2. Name it as fighterbay
3. Set the paths
I think the first path should be the point furthest away from the center of the hangar, and the last is in the center of the subsystem. Or reversed, I don't remember.
Set as many Paths as many fighters you want it to be able to launch, four is recommended but making six is very useful.
Good Luck, I hope I helped with this. :)
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Yeah most people are forgetting paths. You have to have at least one (realistically 4, preferably 6 or more) named $bayXX where "XX" is the count of the path for the fighterbay. Otherwise (without paths) you can have a fighterbay on the ship that will show up if you target subsystems but will not do you any good if you want to launch ships from it. Paths can be added using PCS, available from Kazan's Alliance Productions (https://sourceforge.net/projects/alliance/).
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You're right, I did forget the paths. And they can be a little bit tricky at first...
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Tricky? I still don't get them! :D
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Aha, I knew I was forgetting the paths. I also didn't do anything in the tables.
Thanks for the swift help. =) Maybe I can make a GTCv Phobos with a fighterbay finally. If I get permission from whoever made it (I need to look that up) maybe I'll even release it. Only one other model edit under my name and that was the 6-gunned Herc II. XD;
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On a similar note, is it possible, using the .pof editing of ModelView, to add dockpoints to an existing ship? I'd like to have docking points on a Ravana class for a mini-campaign I'm considering, but there are none. Oddly enough, the Sathanis has 2 of them... weird eh?
Later!
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Originally posted by Trivial Psychic
On a similar note, is it possible, using the .pof editing of ModelView, to add dockpoints to an existing ship? I'd like to have docking points on a Ravana class for a mini-campaign I'm considering, but there are none. Oddly enough, the Sathanis has 2 of them... weird eh?
Not using Modelview. The dock and pathing sections don't work properly (i.e were never coded IIRC :D ).
If you use PCS or a combination of PCS/modelview you could do it though. You could also try Aurora but that has some problems saving models.
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Let me explain this combination of PCS/Modelview.
1. Set a number in PCS.
2. Turn to modelview and refresh your model(do not be in the pof editor window)
3. See where the actual dock point is, if it is too high, set it lower and so forth.
4. Repeat this sequence as often as your dockpoint is still not in its right place.
It is neccesary to learn which axis is where.
X - Slide left/right
Y - Up/down
Z - Forward/back
Do not forget paths! :D
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I think Aurora is working now, but still, use it at you're own risk
though it's auto-path features do come in incredibaly usefull
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Originally posted by TopAce
Blah
The easier way to do it is to make a subsystem in ModelView and place it where you want your dock point. Then simply transfer the co-ordinates to the dock point thingy in PCS. Less buggering about that way. Use the same method for placing path vertices :nod:
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Originally posted by diamondgeezer
The easier way to do it is to make a subsystem in ModelView and place it where you want your dock point. Then simply transfer the co-ordinates to the dock point thingy in PCS. Less buggering about that way. Use the same method for placing path vertices :nod:
Yep. That's exactly what I meant by a combination of the two :nod:
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Originally posted by diamondgeezer
The easier way to do it is to make a subsystem in ModelView and place it where you want your dock point. Then simply transfer the co-ordinates to the dock point thingy in PCS. Less buggering about that way. Use the same method for placing path vertices :nod:
Khmmm. It is a good method. But I like suffering. :cool:
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Then it's a shame the admins took my steel chair away isn't it?
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Originally posted by diamondgeezer
Then it's a shame the admins took my steel chair away isn't it?
Sometimes I don't understand the point of your posts. This is one of those which has no point.
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Nah, it's just subtle. I must be turning in to Zylon in my old age. Don't worry, most other people get the point :)
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sure
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I hope that wasn't sarcasm
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no