Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on November 19, 2007, 11:33:09 am
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Tis done!
has everything - paths, glows, debris - the works.
Only one thing - for the reaper cannon I used the muzzle effect and bitmap of a Viper cannon from BTRL. I havn't included those inside the rar and I won't. I suggest changing the muzzle flash to that of the flak cannon and the laser bitmap to something else.
EDIT: ARgh...Hades-Combine is being a b***. Hold on guys.
EDIT2: ******!****! It doesn't want to let me in. Friggin server problems. I can't even log in, let alone upload.
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Allright, I set it up somewhere else.
CLIKCY (http://www.ferrium.org/trashman/Stuff/Thunderbolt.rar) <<<<<<<<<<<<<<<< RAR file, 680 KB
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Damn Hades-Combine.
Nice fighter BTW.
EDIT:Finish the LightBringer already!
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Patience...was planing on releasing it with the new Galaxy, but it just won't convert normally.
If I convert it with PCS2 the size is all fubar..if I use PCS1 then the bounding boxes are all screwy...just can't get the damn thing to work properly!
EDIT - stats for the Reaper cannon are off b.t.w. - armor factor should be at least 3.0 and shield factor could be higher...0.25 max methinks.
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ARGH!!!!!!!!!
My hate towards PCS1 and 2 is growing with each passing second.
Neither of htem works as it should.
PCS1 sc**** up teh bounding boxes, PCS2 messes with the sace.
Even after tweaking the scale in TS to get it right (length in ts is 3100 meters, PCS2 converts it as 3855, the real length of the ship should be 3850, but this is as close as I could get it), somehow it messes up all the other data - thrustes, glows, dockpoints and paths are all WAY out of their position (they are positioned as if the ship is 4730 meters long!!!)
I used PCS1 to import the data, the data itself tweaked before that in PCS2 to make sure everything is correct (since turret data in both PCSes is handeled completely differently, importing without changing data in PCS2 will result in completely messed up turrets).
I don't get it. the data is set and scaled for a 3850m long ships (GalaxyN.pof), yet when I import the data it's all wrong. I'm going to go crazy here!
PCS2 needs fixing...badly...oh, and a Import function... it DESPERATELY needs that. I'd rather kill myself than set up all the turrets AGAIN.
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Piccy of ze hierarchy? PCS2 build date (on the title bar of the window - should be Oct 22 2007)? Source SCN/COB?
If it's messing up in PCS1, then I'm not sure it is actually PCS that is messing up. ;)
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Well, Hierarchy is OK.. I mean, I've been doing ships for years now and I re-converted this time several times. I'd notice If I put something in the wrong place.
Yes, it is the latest PCS2 build and yes something is very wrong with PCS2 scaling.
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PCS1 was quite reliable all round for all things conversion though. If it had problems, then the problems almost always came from the source file it was being fed.
And as you say, you've done a lot of conversions, so if it's screwing up for just one particular ship - where does that imply the problem is? ;)
Have you tried rebuilding the ship in a new scene? Importing it into the new one part by part until you find which bit is causing the problems?
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Actually it was screwing up others too..
When converting the Thunderbolt is got the scale right on the 3rd try.
1st try was TS length of 35 meters, PCS2 scale factor set to 1.0 and the resulting model was 50m long
Can't recall what the second was, but I re-scaled everything to the same settings as on the first try and this time it finally go it right.
And that's exactly what's giving me the problems now.
I have a model 3850m long with accurate POF data, but faulty collision boxes.
I have a 3855m model converted with PCS2 (TS length is 3100m). When I import pof data from the first model it acts as if the new model really is 3100m long, as the paths, glows, docks and engines are positioned more far away.
I've been asking for scaling factors for everything for PCS2 (like shield model scaling) for some time now, I hope we get it soon. It would probably be one of the most usefull features of them all.