Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grey Wolf on March 22, 2001, 03:56:00 pm

Title: Model Question
Post by: Grey Wolf on March 22, 2001, 03:56:00 pm
I have a few questions about modeling I want to ask. When you convert COBs to POFs, does it automatically convert the skins? About how big do I scale the ships? I'm making both cap ships and fighters for my upcoming campaign, so how do you do the turrets?
Title: Model Question
Post by: Warlock on March 22, 2001, 05:18:00 pm
POF2COB will convert the skins...BUT..you have to have them extracted and in the same directory as the pof file BEFORE you convert it into cob format. Also it appears to flip around and basically fry most of the faces. Bob knows how to fix this,..but when I read his explaination I suddenly felt like a 5yro trying to learn latin in 3 easy steps   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Scale,..not 100% I normally just play around and go by "eye"

Turrets,..go to the FRED2 VBB,...do a search on Turrets,..there is a GREAT  thread on step by step turreting in TS,...again for me I sucked at it thou   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif).


Basically all the info is out there.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

Hope this helped you

------------------
Warlock
DeathAngel Squadron ("http://deathangelsquadron.net")
CO

Do or Do Not,..There Is No Spoon
Ghosts of the Past Forum ("http://pub10.ezboard.com/bdeathangelsquadronforum.html")
Ghosts of the Past WebSite ("http://deathangelsquadron.net/GhostsofthePast/ghostsofthepast.html")
To Fly Exotic Ships, Meet Exotic People, and Kill Them.


We may rise and fall, but in the end
 We meet our fate together

[This message has been edited by Warlock (edited 03-22-2001).]
Title: Model Question
Post by: Bobboau on March 23, 2001, 02:51:00 am
what there just resized by -20,20,-20, turuned inside out upsidown, turned around and have all of the polygon normal vectors invertes.

one TS unit =20 FS unit

cob2fs2 also rotates the model by 90,90,0

for turrets make them a subobject (glue a light to them) and name it turret01, then gule it to the hull, then use FSMM2 or an equivelent to make the object propertys and make the TGUN turret entry and don't foregt to add an entry in the subsytem section of the ship tbl entry.

I'm sure that cleared everything up for you  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

look for the FSMM2 manuel thingy I made, I promise it's much easyer to understand.

------------------
Bobboau, bringing you products that work.............. in theory