Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starbug on April 11, 2006, 12:36:13 pm
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i have a cruiser model i download but it is in-complete as in the turrets haven't been added on in model view but they have been modeled, how do i create them, i am using model view, i went into the pof editor then onto the turret tab, now i am not sure what to do next. the model has both single an multipart turrets.
Also i am looking for a Carrier(not the size of the Warlock thats a bit to big) and a pure destroyer(no fighter bay). I like Aldo's models but i am not sure exactly what kinds of capital ships he released except the orc and segomo(sp) which i both have.
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1) open any exiting model for reference, that's always a good way of looking at working stuff
2) Open the pof-editor and go into the "subsystem" tab. Select the turret-model (the base, not the arm).(i.e. turret01a or whatever it is named).
- Set the "hook" and make it "rotate around z-axis" (assuming it has been modelled correctly)
- In the properties box type in :
$special=subsystem (that's a must)
$fov=180 (turret's line of sight , 180 means he can fire in a halfglobe above him, but not below it's base) Set to your liking.
$name=Laserturret (AFAIK not really important if it's called turret or something else, that seems to be hardcoded ingame).
Do this only for lod0
3) Now select the submodel "turretXX-arm" and have it also rotate around Z-Axis
No properties required here
4) Go into the "turret" tab
- select the first turret-submodel
- at "rotational submodel" select the arm that belongs to it
- at "normal" type in (X,Y,Z) : 0,1,0 That's for a turret on top, on bottom it's 0,-1,0
Thats important for multipart-turrets. for single-part turrets you can move that line where ever you want. That line is some sort of center the FOV from the submodels tab will be calulated.
At last add the firepoints (the location were the laserbolt will be generated, or the missile will be launched from). Usually the end of the turret-arm.
Be careful that for multipart turrets on the bottom the Y and Z values have to be negative
If you want a missile-turret, hit the "convert to missile-turret" button.
Do this also only for the lod0-turrets.
I hope I didn't forget anything :) Like I said, use a existing model and check the entries according to him. Of course everything is depending
that the models have been orientated correctly and the axis have been set correct in Truespace-
Starman
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thanks! i give it a try :)
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I'm not sure what capital ships I released, either.
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Sorry, I thought you make arms, x axis so they elevate up and down? Wouldn't Z axis make them spin in place?
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Ach, just use modelview to look at it in action.
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karajorma's FAQ is what you need.
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Yep. If Starman's advice doesn't answer all your questions look there next :)
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Sorry, I thought you make arms, x axis so they elevate up and down? Wouldn't Z axis make them spin in place?
Maybe that's a question of how the axis are set in Truespace. I only hit the "move axes to center of object" - button and then I have to use the Z-Axis in modelview for arms to move properly. You are right though, that is not very logic when both has the Z-Axis set, when the one rotates around while the other has to move up and down. But it worked for me all these years :)
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Well i've got 2 of the turrets working out of the 30(will take me a while, don't have much free time), i've been using Starman01's tips, i looked at Kara's FAQ, i found some of it a wee bit hard to understand mainly because it deals with PCS and not modelview, but i'm getting there through trail and error, mainly errors though haha but its the best way to learn.
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Mine is actually explained for modelview :) Yell, if you need some more help.
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and if you encouter any errors, there's always my faq... :D