Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Darius on August 26, 2006, 01:50:47 am

Title: Boilerplate cruiser
Post by: Darius on August 26, 2006, 01:50:47 am
I attempted to bring Aldo's fine Boilerplate cruiser into FS2 but have run into a few problems. All that seemed to be done was turretting and perhaps dock paths. Once I had turreted the ship using ModelView, I generated a table entry for the ship and loaded it up into Freespace.

Not only did it not have the turrets as expected, but the engine thruster glows were way out.

 (http://thefatwebsite.rabidcarrot.com/bpengines.jpg)

When loading it up in Fred 2, the turret submodels were misaligned with the hull.

Any suggestions?
Title: Re: Boilerplate cruiser
Post by: Wanderer on August 26, 2006, 05:28:14 am
Well.... for starters there are no turret subsystems in that ship. That is you havent defined any subobject properties for the turrets.
Title: Re: Boilerplate cruiser
Post by: Darius on August 26, 2006, 05:38:58 am
How would one go about doing that?

(http://thefatwebsite.rabidcarrot.com/tn_bpmodelview.jpg) (http://thefatwebsite.rabidcarrot.com/bpmodelview.jpg)

This is when I was allocating submodels to turrets while following Karajorma's FAQ. Is there a crucial step that I've missed out?
Title: Re: Boilerplate cruiser
Post by: Wanderer on August 26, 2006, 07:22:56 am
Hmm... http://www.hard-light.net/wiki/index.php/ModelView#Submodels

Title: Re: Boilerplate cruiser
Post by: Spicious on August 26, 2006, 07:58:09 am
I've noticed that the main submodel of each LOD has an offset of -369.87. This could have something to do with the engine glows being out of place as they seem to be 369.87 metres behind where they should be.
Title: Re: Boilerplate cruiser
Post by: Darius on August 26, 2006, 12:18:39 pm
*smack* that'll teach me to look through the wiki before giving up! Thanks for the help.

Here's (http://thefatwebsite.rabidcarrot.com/boilerplate.rar) an update. Engine glows remain diassociated from the engine, and only the multipart turrets can be seen.

I'll look through the wiki some more and see if there's something I missed in the FAQ.
Title: Re: Boilerplate cruiser
Post by: Roanoke on August 26, 2006, 01:48:10 pm
Nooooooooo - Aldo, sometime soon  ;)


on a serious note, use PCS to actually edit stuff but use ModelView to plot the positions (ie have both open at the same time).
Title: Re: Boilerplate cruiser
Post by: bizzybody on August 26, 2006, 09:28:32 pm
The engine glows way back like that is kinda neat, makes it look like it has some really weird, exotic drive system. Maybe one that's crushing matter to hyper density with gravitic fields so it has to be done a safe distance behind the ship. :)
Title: Re: Boilerplate cruiser
Post by: Snail on August 27, 2006, 05:35:22 pm
Where'd you get it? I wanna have a look-see (I could use it).
Title: Re: Boilerplate cruiser
Post by: Darius on August 28, 2006, 11:21:15 am
http://www.hard-light.net/forums/index.php/topic,38893.msg799330.html#msg799330

Luck  :yes:
Title: Re: Boilerplate cruiser
Post by: Spicious on September 02, 2006, 08:04:01 am
Has anyone else noticed that the subsystems are all behind where they should be in-game?
Title: Re: Boilerplate cruiser
Post by: aldo_14 on September 02, 2006, 08:21:20 am
I attempted to bring Aldo's fine Boilerplate cruiser into FS2 but have run into a few problems. All that seemed to be done was turretting and perhaps dock paths.

Wait, you're saying I actually did something to the pof?  You jest!
Title: Re: Boilerplate cruiser
Post by: Snail on September 02, 2006, 09:44:44 am
I doesn't seem to have any turrets... Just submodels...
Title: Re: Boilerplate cruiser
Post by: aldo_14 on September 02, 2006, 01:47:06 pm
No, it won't.  It was only ever a basic conversion, someone else was going to pof it up.  I'm noticing the thruster error on other previously-ok models now, though, so it may not be a model thing.
Title: Re: Boilerplate cruiser
Post by: Taristin on September 02, 2006, 01:57:10 pm
I think I was supposed to do the poffing some years ago, but I got too busy, then I forgot about it, and then I lost it. Im apparently not reliable.
Title: Re: Boilerplate cruiser
Post by: aldo_14 on September 02, 2006, 02:05:17 pm
I think I was supposed to do the poffing some years ago, but I got too busy, then I forgot about it, and then I lost it. Im apparently not reliable.

Welcome to my world :D

oh, and turns out the thruster error on another model was due to it not having a centred axis.  Could be same here, in which case you either bodge round it or I have to try and drag out the old max file for someone who is not me to play with it.
Title: Re: Boilerplate cruiser
Post by: Taristin on September 02, 2006, 04:00:20 pm
I think I was supposed to do the poffing some years ago, but I got too busy, then I forgot about it, and then I lost it. Im apparently not reliable.

Welcome to my world :D

Atleast Im in good company...
Title: Re: Boilerplate cruiser
Post by: Darius on September 09, 2006, 08:02:48 am
I attempted to bring Aldo's fine Boilerplate cruiser into FS2 but have run into a few problems. All that seemed to be done was turretting and perhaps dock paths.

Wait, you're saying I actually did something to the pof?  You jest!

Ah, at least I know better :P

This model is too good to remain unfinished, so I'll use this as a learning experience in how to POF.
Title: Re: Boilerplate cruiser
Post by: Darius on September 19, 2006, 10:25:11 am
The ship is fully turreted, but Spicious was right, the main model has an offset of -369.87 on the Z-axis.

Is there a way to recentre the model using Truespace 3, or is this a job for people higher than myself?
Title: Re: Boilerplate cruiser
Post by: Colonol Dekker on September 19, 2006, 10:27:41 am
Reset the Axis in TS3 higher, Right click the selection tool. And the check the axes button, and centre the axes co-ordinates. Re-poffing may be needed.
Title: Re: Boilerplate cruiser
Post by: Darius on September 19, 2006, 11:05:14 am
I think I did it properly. Only thing is now I can't check it since PCS crashes every time it tries to convert the COB back to a POF. Same with the original converted COB model.  :(

Work on it another day I think...

EDIT: Damn it. I'm not going to work on it. I'll upload (http://thefatwebsite.rabidcarrot.com/boilerplate.zip) it so that someone who is not me can do the COB work. At least turrets work now.

EDIT: Stupid server cleanup took out the file. I'll reupload it for those who want it.
Title: Re: Boilerplate cruiser
Post by: Mad Bomber on October 24, 2006, 10:38:08 pm
Sorry for thread necromancy, but has anyone finished this yet?
Title: Re: Boilerplate cruiser
Post by: Colonol Dekker on October 25, 2006, 06:38:12 am
 :shaking: I assume not  :eek2: