Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: modis on June 15, 2005, 04:42:43 pm
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I am trying somthing to model and stucked on some problems.
I Question:
How to get submodel in LOD's rotate too?
If I turn him rotate all submodels (in LOD0 too) stands still.
Maby I have named them wrong or what?
II Question:
(http://www.MyOnlineImages.com/Members/modis/images/Turretsgood.jpg)
(http://www.MyOnlineImages.com/Members/modis/images/Turretsbad.jpg)
I think you can guess my question. How to get turrets in bottom to act same as on top?
And last is more for curiosity.
In tables I wrote:
$Detail distance: (0, 80, 2000, 5000)
But it turns second LOD about 640 meters away :confused: WTF?
How to know? Why? Or who? :D
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I don't think you need to make a LOD for the turrets. You just need to have a destroyed version and a LOD0 version.
I could be wrong though. :nervous:
Otherwise ensure the LODs of the turret are linked to the top level LOD of the turret and named appropriatly.
As for the detail distance, that is strange that its doing that. But it might be 80m away from the radius of the ship rather than the center point.
I'm not entirely sure though, you'd have to check the radius in Modelview or the Lab (F3 in latest SCP builds) or wait till someone else spots this.
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Bottom turrets have to be rotated 180 degrees
i.e. if the top turret is
/
>>
(/ = turret barrel, >> = base pointing in that direction)
then the bottom turret has to be orientated
\
<<
See the Volition models for what I mean (note that some of their barrels are angled; barrels should be pointing straight up or down to work correctly, despite this)
EDIT; oh, and detail distance can be altered by the graphics settings, IIRC. Also, check the V models with regard to subobject names and settings when it comes to getting them to rotate; I can't remember the details offhand.
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It seams more clearly now. I will try all this.
P.S. clear means check V before asking :D
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try downloading some fan made ships too
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I'm pretty sure that you would make the primary turrets end with "a", the LOD1 turrets named the same but ending with "b", etc. I don't think it's any more complicated than that.
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Thanx for your advices. They all helped and everything works right :D