Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on April 19, 2007, 05:13:47 am
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Does PCS (the one with gun normal support) actually show you the correct normal for the gun? On my computer it's always showing straight forward.
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ive never used pcs's ship viewer for anything more that colision debug. the thing is the normals dont need to be normalized, iirc, the engine will do it for you. just find the spot you want to converge to, and subtract the gunpoint vector from it. if you want it normalized just get the square root of x*x+y*y+z*z and devide you vector by the result.
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Oh, I didn't realize modelviewer support normals besides (0,0,1). That'll make my life a bit easier.
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use modelview for setting normals. its about the only thing its good for other than seeing how it will look ingame.
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use modelview for setting normals. its about the only thing its good for other than seeing how it will look ingame.
Actually set them in PCS, choose them in modelview.
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whatever works.
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0,0,1 WAS the only possible correct normal for a while
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odd. i always use 0.1, 0, 100 and -0.1, 0, 100.
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well it doesn't matter cause the game ignored what was in the file until just recently and even then you have to tell it not to ignore it.
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hey bob, any chance you cant make weapon models respect the gun normals? id like to do some experimentation with sidefire. where guns and missiles are flank mounted too allow circle and shoot manuvers for gunboats and heavy bombers. scripted sidefire indicators would also help pilots place their ordinance on target without having to look out the side window (to avoid an unexpected collision with a large pointy beam canon).
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there is a ships flag I believe.