Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nico on March 21, 2001, 01:21:00 pm
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Ok, I guess it's a question that have been asked many times but: How do I make thrusters, that "grows" when afterburners are on, with the .ani map and all?
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venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
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Yup whit the .ani maps,I made some new thruster ani's,i first opent the file in aniview and saved all frames,then i changed the color of the thrusters,and when i saved all file i opent anibuilder and made the ani complete again and voila you have a new thruster.ani (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)if you wan't i can send you an example of what i did maby it helps you.o and i used adobe photoshop 6.0 for it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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[email protected] hello,great bb
Ik houd erg veel van bier
And girls.
yea suppernova's let her rip:D
Action is reaction by: Newton
http://members.foretunecity.com/darkage3/freespace2projectsite ("http://members.foretunecity.com/darkage3/freespace2projectsite")
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Nonono lol (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) I mean How do I make the model? which can be disabled and all the stuff?
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venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
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Hehe ic would like to help you whit thatb but i s**ck at modeling.
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[email protected] hello,great bb
Ik houd erg veel van bier
And girls.
yea suppernova's let her rip:D
Action is reaction by: Newton
http://members.foretunecity.com/darkage3/freespace2projectsite ("http://members.foretunecity.com/darkage3/freespace2projectsite")
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Originally posted by venom2506:
Nonono lol (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) I mean How do I make the model? which can be disabled and all the stuff?
You create a sub object called "thruster" and put the axis of the object near the "base" of the thruster flame, as this is where it will grow from.
That part's easy. Getting the animating texture to work, that's the bit I can't do.
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I'm not a modeller, but would it be possible to check out a (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) model and copy the FSMM data necessary? Like I said, I'm not a modeller, so if that fails, try this method:
Bobboau...
Bobboau...
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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ok thanks (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Now I would like to know how to make animated turrets (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) With an axis that spins round the vertical axis (Y), and guns that rotate up/down (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) (like orion turrets).
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venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
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you rang (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
ok thrustes
make the mesh
apply a texture named thruster01
glues a light to it
place the axis of the mesh light combo wich you should have named thruster01 (heron called "the thruster") near the ship(it defines how short it will get, the mesh as you have it is the maximum length)
glue the thruster to the hull of the LOD it goes to, if you don't know what LOD means then you dont have one set up, just glue it to the hull
save the cob
convert it open it up in FSMM2 and add a new entry in the thruster section (full explaination of what to do is in my FSMM2 manual, wich I just bumped)
make an entry for you ship in the ships.tbl...... (you should know the rest)
ok Turrets
make a mesh for the barrel,
rotate its axis by 0,45,0,
gule a light to it,
make a mesh for the base,
rotate it's axis by 0,0,45,
glue the barel light combo to the base,
glue the base barrel light combo (heron called "the turret") wich should be named turret01 to the hull of the LOD it belongs to
save and conver the cob,
read the manuel for what else to do, 3am to tird to tipe
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Bobboau, bringing you products that work.............. in theory
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W00t! That's cool. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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ok, I'm dumb, I'm stupid, in one word, I'm french... ben oui (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif), so:
combo?
heron?
the axis of the mesh...? where? in 3ds3 truespace? FSMM2?
glue the light (see above)?
!!! I know what LOD is!!! Yeah incredible!!! It's level of detail lol
Ok, I've read all, and I assume that all the above is in truespace lol (stupid me)
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venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
and of Hidden Terror, the Shivan campaign
http://shivancampaign.homestead.com/index.html
My own page:
http://shivancampaign.homestead.com/index.html
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Originally posted by venom2506:
combo?
heron?
the axis of the mesh...? where? in 3ds3 truespace? FSMM2?
glue the light (see above)?
Combo - combination
'Heron' - I think he means 'from here on' (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Gluing the light is definitely in TS, I assume the axis would be in TS too. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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thanx (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
and of Hidden Terror, the Shivan campaign
http://shivancampaign.homestead.com/index.html
My own page:
http://shivancampaign.homestead.com/index.html