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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: AllStarZ on December 03, 2007, 12:08:23 pm

Title: Adding extra turrets on existing ships
Post by: AllStarZ on December 03, 2007, 12:08:23 pm
How can I add extra flak cannons onto the leviathan?
Title: Re: Adding extra turrets on existing ships
Post by: Wanderer on December 03, 2007, 01:11:36 pm
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.
Title: Re: Adding extra turrets on existing ships
Post by: Nuke on December 03, 2007, 01:24:46 pm
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 03, 2007, 02:27:35 pm
How can I convert POFs to COBs?
Title: Re: Adding extra turrets on existing ships
Post by: Koth on December 03, 2007, 02:45:50 pm
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 03, 2007, 07:32:38 pm
How would I work with something as big as a Hecate?
Title: Re: Adding extra turrets on existing ships
Post by: TrashMan on December 03, 2007, 07:36:39 pm
The same way :)
Title: Re: Adding extra turrets on existing ships
Post by: Nuke on December 03, 2007, 08:06:32 pm
just work big :D
Title: Re: Adding extra turrets on existing ships
Post by: Scooby_Doo on December 03, 2007, 11:51:23 pm
Also you'll have to reset the existing turrets hierarchy, correct?
Title: Re: Adding extra turrets on existing ships
Post by: Nuke on December 04, 2007, 11:37:33 am
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 04, 2007, 11:41:56 pm
How would I change the position of existing turrets on existing ships?
Title: Re: Adding extra turrets on existing ships
Post by: TrashMan on December 05, 2007, 05:49:41 am
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 05, 2007, 02:03:13 pm
Doesn't seem to work in PCS2. I can't save the .POF
Title: Re: Adding extra turrets on existing ships
Post by: TrashMan on December 05, 2007, 02:25:12 pm
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 05, 2007, 02:56:12 pm
No I mean moving the turrets around. You can do it in PCS2 but it won't save for some reason.
Title: Re: Adding extra turrets on existing ships
Post by: TrashMan on December 06, 2007, 01:56:44 pm
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?
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 06, 2007, 06:42:02 pm
It just simply freezes at detail-0 when saving whether I make a change or not. After a few moments the program crashes.
Title: Re: Adding extra turrets on existing ships
Post by: TrashMan on December 06, 2007, 06:52:33 pm
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.
Title: Re: Adding extra turrets on existing ships
Post by: Vasudan Admiral on December 06, 2007, 06:54:05 pm
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 07, 2007, 08:01:37 pm
Thanks.

By the way, is it possible to change the facing direction of blobs?
Title: Re: Adding extra turrets on existing ships
Post by: TrashMan on December 08, 2007, 05:51:31 am
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.
Title: Re: Adding extra turrets on existing ships
Post by: AllStarZ on December 08, 2007, 09:56:38 pm
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?
Title: Re: Adding extra turrets on existing ships
Post by: SF-Junky on April 21, 2008, 01:23:30 pm
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:
Title: Re: Adding extra turrets on existing ships
Post by: Droid803 on April 21, 2008, 05:32:46 pm
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)
Title: Re: Adding extra turrets on existing ships
Post by: blowfish on April 21, 2008, 06:10:20 pm
And make sure that the turret is named correctly.  I really want scale and rotate in PCS 2 though...
Title: Re: Adding extra turrets on existing ships
Post by: SF-Junky on April 22, 2008, 07:55:51 am
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...
Title: Re: Adding extra turrets on existing ships
Post by: blowfish on April 22, 2008, 09:47:03 am
Make sure you actually move the turret (change its position).  PCS2 doesn't like lots of objects in the same location.
Title: Re: Adding extra turrets on existing ships
Post by: SF-Junky on April 22, 2008, 10:08:09 am
I did so.
Title: Re: Adding extra turrets on existing ships
Post by: blowfish on April 22, 2008, 10:22:41 am
Also go under "turrets" and make sure everything is set up correctly there.
Title: Re: Adding extra turrets on existing ships
Post by: SF-Junky on April 22, 2008, 10:31:23 am
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...
Title: Re: Adding extra turrets on existing ships
Post by: SF-Junky on April 22, 2008, 12:34:59 pm
...

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:
Title: Re: Adding extra turrets on existing ships
Post by: blowfish on April 22, 2008, 01:08:31 pm
Can't really say what's wrong, but if you want an Orion with more turrets, I uploaded one to FSMods.
Title: Re: Adding extra turrets on existing ships
Post by: SF-Junky on April 22, 2008, 01:40:33 pm
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.