Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Scooby_Doo on September 26, 2006, 04:00:52 pm

Title: Request please...
Post by: Scooby_Doo on September 26, 2006, 04:00:52 pm
Could it be possible to increase the number of multipart turrets beyond just 34?  Since I don't use single part turrets and on my big capital ships I've run into the limit.


Edit: although this might be a pcs problem too
Title: Re: Request please...
Post by: Turey on September 26, 2006, 05:20:49 pm
Could it be possible to increase the number of multipart turrets beyond just 34?  Since I don't use single part turrets and on my big capital ships I've run into the limit.


Edit: although this might be a pcs problem too

you shouldn't need more than 34 multipart turrets. Beams don't need to be multipart (look at the retail ones. They're just a little volcano shape.) and the smaller non-beam weapons look fine on single-part turrets. So you'd only need multipart turrets on the larger, non beam weapons.

nevertheless, give me a link to the source model and i'll see if 3ds exporter likes it with >34 multiparts.
Title: Re: Request please...
Post by: Scooby_Doo on September 26, 2006, 06:02:31 pm
Actually I don't use beam weapons (well except for the main pulse cannons which need arms)
Single part turrets don't look good at all on confed ships.


Heres the thread http://www.hard-light.net/forums/index.php/topic,42403.0.html (http://www.hard-light.net/forums/index.php/topic,42403.0.html) and the link http://www.badongo.com/file/1457797 (http://www.badongo.com/file/1457797)

Title: Re: Request please...
Post by: Taristin on September 26, 2006, 06:55:23 pm
For one reason or another, I think the limit on multi turrets is actually higher than 34. Likely wrong though.
I think your error isnt the game at all, especially since you can make a model with as many multis are you want, and PCS should load it, even if the game refuses.

Turrets are added in Truespace in the order that they are glued to the model, not the order they are numberred.
Title: Re: Request please...
Post by: Scooby_Doo on September 26, 2006, 07:20:43 pm
I detached then reattached each of the turrets one at time (up to the 34) [not exactly the most fun thing to do  :ick: ]

I did post a partial cob file (with the 34 turrets on the link).  Btw would turret-destroyed add up to the number?
Title: Re: Request please...
Post by: Taristin on September 26, 2006, 10:13:02 pm
Shouldn't.
Title: Re: Request please...
Post by: Scooby_Doo on September 27, 2006, 12:30:26 am
Well could someone please look over the file just to see if I've overlooked anything.  With this much stuff it isn't hard to overlook something.  :sigh:
Title: Re: Request please...
Post by: Taristin on September 27, 2006, 12:32:52 am
I can't, sorry. I dont have or use Truespace.
Title: Re: Request please...
Post by: Scooby_Doo on September 27, 2006, 12:35:13 am
To been honest, I don't blame you one bit for not using truespace  :D
Title: Re: Request please...
Post by: Starman01 on September 27, 2006, 01:02:38 am
Send it to me, I take a look into it. Maybe I can find something out (If I can open the model correctly)
Title: Re: Request please...
Post by: Scooby_Doo on September 27, 2006, 01:14:46 am
Uploading to ftp, test1.cob (it doesn't have everything just parts of the hull and the first 34 turrets). 
I'm on dialup for the rest of the night so this could take a little while.  :ick:
Title: Re: Request please...
Post by: Scooby_Doo on September 30, 2006, 06:46:46 pm
Forwarding this from the other thread:
Ok I'm having some problems here with the turrets
After I convert the model heres the turret list:
turret01
turret02
turret03
turret04
turret34-destroyed
turret06
....

I think I find something, though this is really annoying if it's truly the case.

PCS (and I guess the pof-file itself) uses numeric numbers for the identication of the subobjects. It goes the following :

LOD0 = 00
Turret1 = 01
Turret1-arm = 02
Turret1-destroyed = 03
Turret 2 = 04

and so on.

Now, what happened to Turret 34 is, that it has the subobject number #100 - 102, and as it looks like you are facing an alphanumeric counting line of order in the pof-data, which sorts the things this way :

1
10
11
100
101

and so on. This is acutally the reason that turret34 is now so much up in the list.  The question is, is it just the line of order and does this thing work ingame or not ? If not, I'm afraid you will have to really skip a few turrets/subbjects.  BTW, the file you did send me was not complete ? I suppose you did that on purpose for not having to upload a big using dialup, right ?

Also I'm getting this now:
Now this is what I'm getting:
turret01
turret02
turret03
turret04
detail-1c
turret04-arm
....
turret31-arm


Could this be the problem?  Everything in the cob is in attachment order (i.e. turret1 followed by turret1-destroyed followed by turret2...)
I'd like to know since I want to get this cruiser done and since I have Axem's Triton heavy carrier mod UV mapped and ready for texturing/turreting. I don't want to run into surprises with the turrets.