Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Black13 on June 03, 2005, 11:46:31 am

Title: basic big ship question
Post by: Black13 on June 03, 2005, 11:46:31 am
Hi!

Is there a chart available anywhere showing the turrets location and number for large FS2 vessels?  

If not, is there a formula or an easy way to know which turret is which?  

Please someone tell me that I am not going to have to do trial by error on this - because if I do - we may end up with a chart mapping all the turrets of all the ships.  (and I may get fired for installing fred on my work computer)
Title: basic big ship question
Post by: Primus on June 03, 2005, 12:04:03 pm
Not that I know of. But you can open the model in Modelview and check turrets' locations and number.
Title: basic big ship question
Post by: karajorma on June 03, 2005, 12:05:19 pm
No Chart as far as I know. Most of us just use FRED.
Title: basic big ship question
Post by: wolfdog on June 03, 2005, 12:41:14 pm
k to select turrets in FRED, just like in-game....
Title: basic big ship question
Post by: Black13 on June 03, 2005, 12:50:20 pm
WHOA!

that is the coolest thing I have ever heard - you can use k to move between turrets in fred!?!?!

I can't wait to get home now -
Title: basic big ship question
Post by: wolfdog on June 03, 2005, 12:51:25 pm
Well, at least I can... wouldn't know why it would be different for you...
Title: basic big ship question
Post by: NGTM-1R on June 03, 2005, 01:22:12 pm
I asked this once. I agree it would be a handy reference, but I haven't figured out a way to make it yet.
Title: basic big ship question
Post by: Black13 on June 03, 2005, 01:37:06 pm
the only way I could think of it is to make a screen shot of each ship on all sides and top and bottom - and then more or less label each one - sort of like a technical skematic, only not so technical.

I suppose if you have a way of exporting the actual models to a 3d program you could also accomplish the same thing in a more polished version.
Title: basic big ship question
Post by: karajorma on June 03, 2005, 02:42:00 pm
Quote
Originally posted by Black13
I suppose if you have a way of exporting the actual models to a 3d program you could also accomplish the same thing in a more polished version.


Exporting to a 3D program is fairly easy. If you fancy trying it I'll post some details later.
Title: basic big ship question
Post by: Deepstar on June 03, 2005, 05:13:03 pm
'K' in FRED? Oh.. this is helpful.

I select every turret in FRED and try it in-game to see that is the right turret.. but i need only to press 'k'
Title: basic big ship question
Post by: Black13 on June 03, 2005, 08:37:31 pm
kara - please, any details would be very appreciated

I can't believe the depth of the information available here!  I mean, some of the stuff I wanted to do 3 years ago I can now do thanks to you people who came before me!
Title: basic big ship question
Post by: karajorma on June 03, 2005, 08:46:45 pm
You'll need modelview, Truespace and PCS (Links to all three should be in my FAQ).

Basically.

1) Use ModelView to open up Sparky_fs2.vp and extract the ships you want (Simply clicking on the pof-editor button is enough to start extracting them). If you know the filenames of the ships you're after you can use VPView (or similar) for this step instead.

2) Open the pof in PCS and choose the pof to cob option from the menu.

3) Open the cob in Truespace. Select the model and use the arrow keys to cycle through the submodels. You'll probably want to delete the lower detail levels and debris so that you're just left with the ship and it's guns.

4) Twist and turn the model around till it looks good and then click the render button :)
Title: basic big ship question
Post by: Roanoke on June 10, 2005, 12:30:49 pm
PCS has a turret display as well ofcourse.
Title: basic big ship question
Post by: StratComm on June 10, 2005, 12:43:25 pm
I generally find PCS's render window to be too slow to use with anything else unfortunately.  Fred's probably the best choice for whatever you need them for, as you get to mess with the mission right there.