Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: AllStarZ on December 03, 2007, 12:08:23 pm
-
How can I add extra flak cannons onto the leviathan?
-
By first converting the model from .POF into something editable like .COB and then adding new turret models into the hull. Then converting the model from .COB to .POF and setting up the proper subsystem entries (both in .POF and ships.tbl files) for the turrets will do it.
-
it might be possible to do it with scripting also. it was supposed to be a planned feature of my advanced turret script. but i stopped working on it to develop other scripts. maybe il pick it up again.
the idea was to create a ship (whos model is really just a turret) and spawn it on the surface of a ship at mission start. ive never actually tested it. i can imagine having trouble with colisions. one of the main uses i came up with was the idea of letting little beam cannon wielding shivans run around on the surface of capships to shoot at passers by.
-
How can I convert POFs to COBs?
-
Use PCS or PCS2. PCS2 is the newer and better but it still has some quirks so I recommend PCS. Look for it in the Freespace Wiki.
-
How would I work with something as big as a Hecate?
-
The same way :)
-
just work big :D
-
Also you'll have to reset the existing turrets hierarchy, correct?
-
depends on how good kazan's new converter is.
still i think it would be easyer to just make a new ship from scratch than to edit an existing ship.
-
How would I change the position of existing turrets on existing ships?
-
B moving the turret subobjects.
Note that if you change their orientation/facing, you'll have the change the POF data to account for that. But as long as you just move the turret without rotating it, the existing POF data should work.
-
Doesn't seem to work in PCS2. I can't save the .POF
-
No, you use PCS to export the model in .cob format and then you add new turrets in truespace. :p
But, for fighters, you can add new gunpoints in PCS wihtout that hassle, since gunpoints don't require models for them, unlike turrets.
-
No I mean moving the turrets around. You can do it in PCS2 but it won't save for some reason.
-
Never tried moving them in PCS2...you say it won't save? Won't save at all or won't save only when you move turrets?
-
It just simply freezes at detail-0 when saving whether I make a change or not. After a few moments the program crashes.
-
It does that regardless if you move turrets or not?
Eitehr the model is b0rked, or PCS2.. try using PCS1..it's more stable from my experience and FAR less buggy.
-
Do you have the latest version? Check that it's this one here: http://www.hard-light.net/forums/index.php/topic,50099.0.html
I tested this the other day with moving the orions turrets around and saving - it worked fine for me using that PCS2 version.
-
Thanks.
By the way, is it possible to change the facing direction of blobs?
-
What? You mean so the blobs don't come out unless the barrels are allgined with the target, or do you mean rotating the turret itself so it's facing the other way?
If it's the first, that's solved by using "fire down normals" weapons flag, if it's the second than can be also fixed by using starting position (animation code)
IIRC, when converting the turrets HAVE to be oriented a certain way for PCS to export them - all the turrets on top must be facing forward, all on bottom must be facing towards the rear.
-
No I mean I change the direction turrets face. Like say this. I want to move a side flak turret to the rear of the ship, so how would I change the angle and direction to fit?
-
N00b question here: Why isn't it possible just to copy existing turrets on a ship in PCS2? I tried this, but then it said "Array out of bounds!". Why do I first have to convert this back to .cob to add new turrets? :confused:
-
N00b question here: Why isn't it possible just to copy existing turrets on a ship in PCS2? I tried this, but then it said "Array out of bounds!". Why do I first have to convert this back to .cob to add new turrets? :confused:
:necro:
It has always worked for me... That's what I did to add guns to the Kismat and it works fine.
In fact, I have just added some flak cannons to the Leviathan as well. Works fine...completely fine, even with intersecting polys, etc. PCS2 is great. (just remember to Purge BSP cache)
-
And make sure that the turret is named correctly. I really want scale and rotate in PCS 2 though...
-
It has always worked for me... That's what I did to add guns to the Kismat and it works fine.
In fact, I have just added some flak cannons to the Leviathan as well. Works fine...completely fine, even with intersecting polys, etc. PCS2 is great. (just remember to Purge BSP cache)
Huh? What exactly did you do? When I make a copy of a Subobject, then the programm says "The subject you have copied seems like it might be a turret, would you like to copy the pertenent turret data if it exists?". I say "yes", rename the subobject and try to save. But then the error msg comes...
-
Make sure you actually move the turret (change its position). PCS2 doesn't like lots of objects in the same location.
-
I did so.
-
Also go under "turrets" and make sure everything is set up correctly there.
-
Okaaay, now it's gettin' weird again. I just made another try, did nothing different from the other times, but now it worked.
You may know laugh at me...
-
...
This is really starting to piss me off. I was now able to add exactly one turret on the ship (Orion) which worked. Now it does not work again. But I did nothing differently. :mad:
On the Bastet, it also worked just fine. :confused: :confused:
-
Can't really say what's wrong, but if you want an Orion with more turrets, I uploaded one to FSMods.
-
YES! Wow. Yeah, that's exactly what I was looking for. Thanks, dude. :) Remind me to have a look to FSMods more often in future.