Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on September 03, 2006, 08:59:39 am

Title: Turret problems
Post by: Vengence on September 03, 2006, 08:59:39 am
I'm having considerable difficulties trying to rig turrets in 3ds Max. Wiki provides lots of helpful info but I seem to be doing something wrong because either 1) I get about a dozen primary banks but no turret banks. or 2) I get nothing at all on my turrets. ModelView sees that I do have turrets but no firing points on them, what can I do to alleviate this problem? I having problems with both multipart and button turrets.
Title: Re: Turret problems
Post by: Darius on September 03, 2006, 09:55:33 am
Do you use ModelView or PCS to add turret firing points? I think all that needs to be done is having the turrets as submodels.
Title: Re: Turret problems
Post by: Vengence on September 03, 2006, 10:18:46 am
Using 3ds to add those points will be MUCH faster. The turrets are already submodels.
Title: Re: Turret problems
Post by: Dark Hunter on September 03, 2006, 11:01:40 am
I don't know much about modelling, but I believe the firing points cannot be added in the 3d Editor. You use a POF editor to do that.
Title: Re: Turret problems
Post by: Getter Robo G on September 03, 2006, 11:56:21 am
   99% of what you need to know about turrets.

   The missing piece of info is if you make a multi-part turret, you have to have it's barrels pointed straight UP or DOWN, the game will later move them normally...

Here is the linky: http://homepage.ntlworld.com/karajorma/FAQ/shipmods.html

Hope that helps. Getting your axis right is the MOST critical thing IMHO about turrets.

After all that you use Modelview to edit the firing points as PCS can be, er, cumbersome.  ;)

l8tr!
Title: Re: Turret problems
Post by: Vengence on September 03, 2006, 03:36:56 pm
I already knew that the turrets had to point like that. Wasn't the 3ds exporter able to create turret firing points? This is simply my problem:

THere must be a parenting error otherwise the many firing points I gave the turrets would have been added.
(http://img511.imageshack.us/img511/8043/brokenwq3.jpg)
Title: Re: Turret problems
Post by: Getter Robo G on September 03, 2006, 05:00:06 pm
Sorry guy, I never used 3dsmax. I can barely use TS as it is.   :nervous:



Title: Re: Turret problems
Post by: Vengence on September 03, 2006, 05:27:24 pm
ModelViewer would work well for a ship with relatively low number of firepoints but then it gets long and frustrating when there is alot of points. I'll live with this one particular ship.
Title: Re: Turret problems
Post by: Taristin on September 03, 2006, 08:08:12 pm
You'll need to add a firing point on each turret...... no easy way around it. AFAIK, the WIP exporter plugin doesnt do it yet.