Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: esarai on May 10, 2008, 01:31:32 pm
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Hi all,
For a while I've been working on trying to get multiple textures onto a ship through blender, but something in the process is making things go screwy. I've been developing a new gun platform, and none of the turrets can shoot straight.
To get multi-textures on a ship in game, when you model it, the heirarch must be arranged like below in order to make PCS2 recombine all the objects:
detail0
--detail0-1
--detail0-2
--turret01-base
--turret01-base-1
----turret01-arms
----turret01-arms-1
----turret01-fp01
----turret01-fp01
Now, whenever I use this model, it renders properly, but the guns don't fire straight. They aim off into space and then the shot still goes towards the target. I'm quite cetain that none of the vectors are wrong, so... unless there's some profoundly obvious thing that I missed, any ideas as to what's up? (I suspect it might be inside PCS2, since it has never acted as the tool it's supposed too on my computer--the only thing I found unflawed was the .cob-->.pof conversion. Nothing else has worked.)
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Hi all,
For a while I've been working on trying to get multiple textures onto a ship through blender, but something in the process is making things go screwy. I've been developing a new gun platform, and none of the turrets can shoot straight.
To get multi-textures on a ship in game, when you model it, the heirarch must be arranged like below in order to make PCS2 recombine all the objects:
Now, whenever I use this model, it renders properly, but the guns don't fire straight. They aim off into space and then the shot still goes towards the target. I'm quite cetain that none of the vectors are wrong, so... unless there's some profoundly obvious thing that I missed, any ideas as to what's up? (I suspect it might be inside PCS2, since it has never acted as the tool it's supposed too on my computer--the only thing I found unflawed was the .cob-->.pof conversion. Nothing else has worked.)
For multi-textures -- Export from Blender -- then finish the hierarchy in Truespace. If you are using the newer export script with hierarchy, the mesh from the second texture part needs to be placed in the same group as texture part 1. Delete the lightbulb for texture part 2.
[detail0] -- {group}
--detail0-1 --{mesh}
--detail0-2 --{mesh}
--[turret01-base] -- {group}
----turret01-base --{mesh}
----turret01-base-1 --{mesh}
----[turret01-arms] -- {group}
------turret01-arms --{mesh}
------turret01-arms-1 --{mesh}
----turret01-fp01
----turret01-fp02
It's possible you are doing this already and I am mis-interpreting your diagram.
Turrets on top must face forward, barrels pointing up. Turrets on bottom face backwards with barrels pointing down.
If the turret rotation number in the table is set too high (turret turns too slow) then the turret will fire from the firepoint even though the barrel is not pointing at the target yet.
It may be you have done the correct stuff and something else is causing problems. Double check and if it still plays up then PM the Blend.
Can't help with side turrets though.
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Until they add the side turret code back in (it was working very shortly but there were problems so they took it out) don't make any multi-part side turrets unless you make them FIXED and have them for appearances only.
Make only single part ones for sides and dress them up visually (however base rotation should be possible, but I haven't tried that yet). ;7
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Wowie, thanks! That should clear it up. The turrets aren't pointing upwards like they should, so that should help clear it up. And Water's heirarchy is what I'm doing now, the one i gave was over-simplified.
And thanks to Robo G for the suggestion on side turrets... I tried it once on a destroyer I have to retexture... and it was hell.
Thanks a lot.