Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: AZONIC on January 28, 2001, 09:14:00 pm

Title: ARG! Rotating objects
Post by: AZONIC on January 28, 2001, 09:14:00 pm
ok I put the rotate=40 on the object in MM why wont it rotate then  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif)
Title: ARG! Rotating objects
Post by: AZONIC on January 28, 2001, 09:15:00 pm
Wait did I put the $ on it..... brb!
Title: ARG! Rotating objects
Post by: AZONIC on January 28, 2001, 09:16:00 pm
No i did, there is soposed to be a $rotate=30 on it right?  And I did put it to rotate around the X axis

2. What is the max polly count in FS2?
Title: ARG! Rotating objects
Post by: Setekh on January 28, 2001, 09:38:00 pm
FS2 supports about 1000 polys per subobject, after that it gets really slow and after that it begins to crash. Of course, FS2 doesn't like subobjects either (except the ones by Volition), so it's hard to make something large with detail.
Title: ARG! Rotating objects
Post by: Jake Logan on January 28, 2001, 11:30:00 pm
it doesn't allow more than 800 polys per sub object.

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"I like tomatoes because they are so red"-Daveb
Title: ARG! Rotating objects
Post by: Robin Varley on January 29, 2001, 02:24:00 pm
You'll need to specify the object that's rotating in the ships.tbl entry for that ship as a subsystem, eg:

$radar 1.0 0.0 (I think this is right)

The first number is the percentage of damage of the hitpoints for the ship that the radar in this cas can take, the second number is speed at which it rotates - though I think thats only for turrets, radars and such use the info you've put in FSMM2 for that object.

Look at the entry for the Orion, it's got references to the large rotating radars on it, hope that helps.
Title: ARG! Rotating objects
Post by: Setekh on January 30, 2001, 05:06:00 am
 
Quote
Originally posted by Robin Varley:
Look at the entry for the Orion, it's got references to the large rotating radars on it, hope that helps.

This is a good example of one of the most efficient ways to learn the ways of modding - if you can't get something to work, find a place where it works, and copy it, adjusting it to your needs.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Weapon modders would die without that  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: ARG! Rotating objects
Post by: AZONIC on January 30, 2001, 06:46:00 am
The model is currently 1200 polys, it will be 1300 when the model is done, will it still work?

If so than can't I make LODs to fasten the game up? how do I do those?

Thanks all for the help

Oh and can I make a rotating object  inside the other object? but have it stick out?
Title: ARG! Rotating objects
Post by: AZONIC on January 30, 2001, 02:40:00 pm
BTW_The colossus is almost 2000 polys, I will easily be able to do a model that has 1400 poly with LODS right?

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United Space ("http://freespace.volitionwatch.com/us")
-United Space Downloads coming soon-
-Star-Trek Mod site coming soon-
Title: ARG! Rotating objects
Post by: Robin Varley on January 30, 2001, 03:21:00 pm
i think most of the destroyers in FS2 are around 1300 or so poly's so you should be ok,  to make LODs you have to name the object that's gonna be the LOD detaila for the first level after the close up one ( you want it fairly similar to main one cos this is the one that appears in your target window ) and then detailb, detailc for the other two.

Now the question is, are you using Truspace?, because I know to get the model to work you have to have the bits and pieces in the right order or hierachy you can find out your current hierachy in truspace ( at least in truespace 2 anyway ) by looking at the animation properties box.  You want the order going down the screen to look something like this:

hull
turret01
turret02
radar
detaila
detailb
detailc
debrisa
debrisb
(shields go here)

don't panic if the're not in order, it's easy to correct, simply save each individual bit as a seperate object, then open a new scene an load them up in the right order starting with the hull. ( That last bit took me a few months to think of, and it was a right hassle sorting it out I tell you - just proves simple ideas aren't always the first you think of. )

You then have to open the saved object/scene in a hex editor and do a ANSI search for detaila and change it to detail1 - do this for the others then save the changes.

Then hopefully when COB2POF runs it should make them LODs - you can easily check using segultech

Note, that you might be able to name them detail1 etc, straight away if you've got truspace 4, to check, once you renamed select a different object and then go back if it's now called detail,1 you will have to call it detaila and do the hex editing, which isn't that difficult really, just remember to make lots of copies of your work before you do anything you're not sure about.

oh, and then of course you have to specify the LODs in the ships table entry under detail distance simply copy those form another ship which is of a similar size.

I think my fingers are about to drop off...
Title: ARG! Rotating objects
Post by: Robin Varley on January 30, 2001, 03:49:00 pm
before they do,

Rotating obects can stick out of each other, theres no collisions to worry about, technically turrets I've done wouldn't work if that was the case.

The only problem I've had to o with the size of the model is in using COB2POF ( suddenly I remeber that it might be called COB2FS2, but still you know what I mean, I hope..).

The problem is if the file is over a certain size, around 210 kb it wont convert it.  It gets so far and hangs, or in the case of the windows one crashes - which incidently can only take models even smaller than the COB2FS2 and takes a huge amount of time longer as well, so use COB2FS2.

good luck, I haven't done anything as big in polys as what you're doing.

Any chance of a screen shot, not that I know how to add one to a forum post.

ADDED:

You're not talking about the impressivly large and excessivly cool looking Bastion 2 model are you?


[This message has been edited by Robin Varley (edited 01-30-2001).]
Title: ARG! Rotating objects
Post by: AZONIC on January 30, 2001, 04:19:00 pm
The Bastion nope sorry (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)  But, I will tell you the polly count of the Bastion as of yet it is 1878, but this is the model before Psycho changed it, haven't got that one yet.

Thanks for your help!  I am going to convert my model now I'll tell you what happens!

------------------
United Space ("http://freespace.volitionwatch.com/us")
-United Space Downloads coming soon-
-Star-Trek Mod site coming soon-
Title: ARG! Rotating objects
Post by: AZONIC on January 30, 2001, 04:26:00 pm
WOW-I just found out how to make more than one object into one subobject, i didnt know how to do that before, everything would be subobjects (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  The way to do it is not gluing them but converting the scene in bod2pof right? well i did that and it worked (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)  I can now fix my old models (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

But.......I wanted to have submodels (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  When I tried to make a submodel instead of making the two rotating things and the hull it made one rotating thing and another attacked to the hull.  So how do I make submodels properly?

Do you have ICQ or AIM?
Title: ARG! Rotating objects
Post by: AZONIC on January 30, 2001, 04:30:00 pm
Image, here!  You can see the two things that are supposed to rotate.  There is a huge poly number it could be smaller if I redid it, but it came our like I drew it a year ago.   (http://freespace.volitionwatch.com/us/images/mods/ro.jpg)
Title: ARG! Rotating objects
Post by: Mad Bomber on January 31, 2001, 07:25:00 am
Looks like a mean cruiser class. Thats what it is, right? Whatever it is it looks uberl33t  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: ARG! Rotating objects
Post by: Bobboau on February 02, 2001, 03:06:00 am
you need to glue lights to single objects that you want to be seperate subobjects. and most destroiers in FS have a poly count of about 500, then they have turrets added on, turrets are about half the polys in most models.

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Bobboau, bringing you products that work.............. in theory
Title: ARG! Rotating objects
Post by: Bobboau on February 02, 2001, 03:07:00 am
and set it to rotate around the Y axis.

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Bobboau, bringing you products that work.............. in theory
Title: ARG! Rotating objects
Post by: Setekh on February 02, 2001, 06:57:00 am
 
Quote
Originally posted by Bobboau:
you need to glue lights to single objects that you want to be seperate subobjects.

This is something I was never quite sure about. Why do you have to glue lights to them?
Title: ARG! Rotating objects
Post by: Bobboau on February 02, 2001, 11:17:00 am
it has to do with the fact that TS doesn't have a real perent child system, so something has to be part of an abstract groupe that is a sibling to the main hull i order for it to be diferentiated.

so basicly Lights are used by Cob2fs2 to maintain the higherarcy.

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Bobboau, bringing you products that work.............. in theory
Title: ARG! Rotating objects
Post by: Kazan on February 02, 2001, 09:06:00 pm
i've been looking at hierarchy traces of pof2cob's [any of them, they use the same conversion code] output.. meh kills some of the hierarchy really baaaaaaad

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Did you say you wanted your head used as a soccer ball?
Title: ARG! Rotating objects
Post by: Shrike on February 02, 2001, 09:16:00 pm
Sounds like fun.  I guess you have your work cut out for you.
Title: ARG! Rotating objects
Post by: Setekh on February 03, 2001, 12:13:00 am
 
Quote
Originally posted by Bobboau:
so basicly Lights are used by Cob2fs2 to maintain the higherarcy.

I see! Thanks for that  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

I will stick to rendering for now.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: ARG! Rotating objects
Post by: AZONIC on February 07, 2001, 01:59:00 pm
Thanks for all the help!  I finally redid the model and got the rotating objects working.  Here are a few images.  It is the GTM Obassi
  (http://freespace.volitionwatch.com/us/images/mods/obassi1.gif)  
This is a size comparsion.  It is the 2nd to last on the right.  (http://freespace.volitionwatch.com/us/images/mods/obassi2.gif)

------------------
United Space ("http://freespace.volitionwatch.com/us")
-United Space Downloads coming soon-
-Star-Trek Mod site coming soon-

[This message has been edited by AZONIC (edited 02-07-2001).]
Title: ARG! Rotating objects
Post by: Robin Varley on February 08, 2001, 04:37:00 am
That looks really good, it'll be nice to have a large none military ship.

What is that red ship?,

(looks again)

hey whats the ship in the middle too?
Title: ARG! Rotating objects
Post by: AZONIC on February 08, 2001, 06:06:00 am
More mods yet to come (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) The red one is a Cv the one in the middle is a frieghter and there is a small frieghter in next to that