Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: magatsu1 on August 18, 2004, 10:43:39 am
-
*hate to keep posting "help me" threads but my baby's nearly ready*
my rotating objects ain't workin' properly. The radar just doesn't move, and the turrets are hit 'n' miss. I followed karajorma's w/through to the letter, which I'm inclined to believe is right.
So do Rotating turrets and other sub-objects require a special table entry or something ?
and so turrets need a rotational speed like radar ?
Thanks!
-
oops. double post. my browser's FUBAR at the mo...
-
Originally posted by magatsu1
*hate to keep posting "help me" threads but my baby's nearly ready*
my rotating objects ain't workin' properly. The radar just doesn't move, and the turrets are hit 'n' miss. I followed karajorma's w/through to the letter, which I'm inclined to believe is right.
So do Rotating turrets and other sub-objects require a special table entry or something ?
and so turrets need a rotational speed like radar ?
Thanks!
Yep & yep. Just trying copying an tbl entry and subobject properties entry from a turreted model (obviously changing the object name for the latter).
-
ook into my sig
-
Aldo's right. It's the table that's buggering you up there :D I didn't cover them in the tutorial because I'm no expert when it comes to tables. In fact I've mostly just copied entries from other ships and changed a couple of fields :)
-
I know about your tut Bob. I've used it before:yes:
So, I copied the Medical Frigate's radar object data (fov etc) in Model view and pasted into my ship. I did the same with the table data and it STILL isn't doing the roundy roundy. Am I gonna haved to go back to cob. and change somethin' there ?
-
Check you've got the name right for the subobject in the table, first.
i.e. if you have the entry radar, 0.1, 0.1 or similar, the subobject which rotates must be called 'radar'.
-
yeah, all the names and values match. Can't think what else it may be. Could it be the original cob. heirachy was out ?
-
I'd doubt it if the object was registering as a subobj.
Did you set the object to rotate in modelview / pcs (drop down menu)?
-
(http://uploadit.org/magatsu1/untitled.JPG)
rotates okay in model view
and this is the table entry for radar and turret01
$Subsystem: radar_dish, 4, 0.0
$Subsystem: turret01,2.0,1.0
$Default PBanks: ( "BGreen" )
for the sake of gettin' it workin' i switched to a regular turret in FRED where the gun sort of turns to target, eventually.
-
I still don't like that you're including LOD0 as a seperate sub-object. It's not the way I do it so I can't be certain that's not the reason you're having problems.
Is LOD0 a single subobject? If so why are you converting it as a group with a light attached?
-
Lod0 is a single subobject of the main detail group, with nothing attached ("hull insidious")
(http://uploadit.org/magatsu1/subob.JPG)
i'd only attach a light if I'm testing a specific object for conversion errors, not a proper group
don't know what that "freespace model" entry is though. that was the name of the overall group, not an onject as such.
-
That's what worries me. Either #0 or #1 would be missing on one of my models and I can't help feeing that it's existance here is the cause of your problems.
-
(http://uploadit.org/magatsu1/scene5.JPG)
this was the scene as converted IIRC. I don't know how else to do it. Should I get fid of that main detail light ?
-
See the Hull-insidious group? Delete the light in that group (Thereby killing the group).
-
okay, that scene was out of date after all. the light was part of the hull group, but not attached to the hull object. Removing the light made no difference. Having said that, I'm sure the heirachy is still wrong so I've fgone back to cob.
(http://uploadit.org/magatsu1/scenex.JPG)
so, these are all my sub-objects ready to be grouped together. (Got rid of that rubbish "insidious" title aswell)
so how do I gather 'em all together under one group without screwing it up ?
-
That looks okay but you've removed all the debris and lower LODS from the model. Stick them back in, save the .cob and convert.
Oh. You don't need the H_Hull light (although I doubt it's doing any harm).
-
Uh, sorry for highjacking your thread magatsu, (what goes around, comes around :D ), but i have a PCS related question, that i made on another thread but was not answered.
I´ll just paste it here, i´m a lazy guy.
"I could leave the models "untriangulized", but if i do PCS will always return a error message of "Poly>20". What the hell is that? And PCS also makes a point check, like "Started with 3500 points, finished with 3500". What´s that all about?"
:ha:
-
Originally posted by Swamp_Thing
"I could leave the models "untriangulized", but if i do PCS will always return a error message of "Poly>20". What the hell is that? And PCS also makes a point check, like "Started with 3500 points, finished with 3500". What´s that all about?"
PCS hates two things with a passion (both involve the number 20). Polygons with 20 sides and vertices which are part of 20 polygons. I think from the error message you've got the first one.
As for the second part, no idea. When PCS converts my model I don't worry too much about how. I'm just glad that I seem to have got everything correct for once. :D
-
As for getting them all together, take the hull and glue everything else to it as a child. I'd say use trueview and just plop everything in as subobjects to the hull object, but the order is actually important for the LODs and I'm not sure Trueview would get them together in correct fashion. The stuff that's already there is correct.
-
Trueview gets the LODS in the correct order if you add them in the correct order. :D
I never did figure out the glue commands since I just used Trueview for everything :)
-
PCS limits are annoying to begin with, but I think they actually keep modelers honest, so I don't mind it too much.
Back to me (:D ) Heyyy! Progress! Radar's doing it's thing, but turret01 are still pretty hesitant to shift round. O1 and 02 are identical but 01 still isn't happy.
anyone know where specifically in the table the rotation speed of a turret is specified ?
-
[i]From the FS1 tables[/i][b]
; $Subsystem: name, percent_damage, [color=red]turret_turn_360_time[/color]
; $Default PBanks: ( "weapon1" "weapon2" )
; $Default SBanks: ( "missile1" "missile2" )
; $SBank Capacity: ( 50, 100 )
[/b]
-
yeah i noticed tha. so it's the second value after the system name. I've always had the default deimos (cpy 'n' pasted) in my entry and the turret dsoesn't turn cleanly, it just sort of stutters round in steps.