Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Galemp on March 12, 2002, 03:54:59 pm

Title: FSPort needs a little model help
Post by: Galemp on March 12, 2002, 03:54:59 pm
Hey all, it's great being here.

*buys a round for all at the bar*

Well, the port is coming along nicely, but there are a few issues with the models that need sorting out. Nothing requiring a lot of time, just a few little things.

The PVB Amun, converted by Dark, is supposed to have two turrets, one on the front top and one on the bottom back.
(http://freespace.volitionwatch.com/techfs/fsships/amun.jpg)
Alas, they are modeled in and included in the table, but don't work. This is not good, particularly if you're flying one. :eek: I just need someone to tweak the model and designate the turrets as turrets.

I will also be using Dark's Karnak installation in my Vasudan campaign. All I need for that is for someone to make the area in red a fighterbay, and add a docking point to the area in green.
(http://www.3dap.com/hlp/hosted/fsport/working/karnak.jpg)

If anyone knows how to do Squadron Insigniae, that would be nice too, but not vital.

Thanks to you all!

*gets bar tab, faints*
Title: FSPort needs a little model help
Post by: LtNarol on March 12, 2002, 04:47:52 pm
you also missed a few other problems as well: the weapons from fs1 are using fs2 models anddont seem to be working quite right...might wanna tweak with that too.
Title: FSPort needs a little model help
Post by: Galemp on March 12, 2002, 08:43:12 pm
The actual weapon models are correct. Fire a Tsunami and look at it. It's the loading animations that are reused to cut down on pack space.

pssst... post that in the bugs thread.
Title: FSPort needs a little model help
Post by: CP5670 on March 12, 2002, 08:53:04 pm
I am using a slightly modified version of the Amun model for my campaign; the turrets work fine for me. I remember having some trouble with them, but I have changed some stuff since then so I am not sure exactly what I did to make them work.
Title: FSPort needs a little model help
Post by: DTP on March 12, 2002, 09:00:46 pm
I would help, I even just now converted the amun FS1 to FS2 with FSMM2 and not PCS as PCS don’t understand FS1 format for some reason unknown to me.

Now I have not tried to get it into FS2 as I have not made any tables for it, but you can have it and see if it works. just where should i send it?.

regarding the insignia, i could fumble around with it but is it worth the effort as i`m sure almost nobody will be doing FS2 multi with this port?

a curious thing about that AMUN is that the sub object Thruster01a is set to rotate : fixed that in my converting. But I’m  going to see if the thruster is actually rotating in game :D
Title: FSPort needs a little model help
Post by: Galemp on March 12, 2002, 09:13:44 pm
Quote
Originally posted by DTP
regarding the insignia, i could fumble around with it but is it worth the effort as i`m sure almost nobody will be doing FS2 multi with this port?


Don't be so sure. Future releases will include extended multiplayer support.
Anyway, Squad Insigs do show up in single player, on your ship and those of your wingmen. Press . on your keypad ingame (whilst flying a Herc or Myrmidon, preferably) and take a look around.

400 posts... I'm catching up!
Title: DTP
Post by: DTP on March 12, 2002, 09:35:05 pm
edit, got mail
Title: FSPort needs a little model help
Post by: Galemp on March 14, 2002, 10:12:18 am
BUMP

Amun turrets fixed. :D Stupid case-sensitive tables...

I'll buy a case of Bosch B33R for anyone who fixes the Karnak!!
Title: FSPort needs a little model help
Post by: Nico on March 14, 2002, 10:21:47 am
yeah, i've seen that thruster rotating bug too :)
well, actually, I've seen countless bugs in V pofs... the rahu, for exemples, has parts of the first lod in the main lod too :rolleyes:
Title: FSPort needs a little model help
Post by: Admiral LSD on March 14, 2002, 01:48:46 pm
Quote
Originally posted by DTP
I would help, I even just now converted the amun FS1 to FS2 with FSMM2 and not PCS as PCS don’t understand FS1 format for some reason unknown to me.


Kazan's lazy :p
Title: FSPort needs a little model help
Post by: Galemp on March 17, 2002, 06:00:05 pm
*bump*

I just need one little hangar. :(
Title: ill give a go.
Post by: DTP on March 17, 2002, 08:07:22 pm
I got every tool there ever was for modding, and a hangar can’t be that though :D.

I will give it go, btw you know the mail, just send it and I’ll see what I can do with it.
Title: Re: FSPort needs a little model help
Post by: Black Wolf on March 18, 2002, 01:50:15 am
Quote
Originally posted by GalacticEmperor
Hey all, it's great being here.

If anyone knows how to do Squadron Insigniae, that would be nice too, but not vital.


Squadron insignia are 128x128, 256 colour, pcx files, with solid green (that's 0, 255,0) being transparent. Anyone can make them, but making them look good requires actual artistic talent. That, I can't do :wink:.

BTW, did you ask for the one I sent you? As I said in my email...I can't really remember. Anyway, it's wrong (too big). If you actually did want one, tell me and I'll send you a proper one.
Title: FSPort needs a little model help
Post by: DTP on March 18, 2002, 05:06:41 pm
Black wolf, you misunderstood what he was asking for. Not how to do a squadron insignia PCX file, but "know how" to define the area on the model where the Squadron insignia should be placed Via PCS since this is the only tool available for making this definition.
Title: FSPort needs a little model help
Post by: Black Wolf on March 19, 2002, 04:06:17 am
Fair Enough...Disregard above post :)
Title: FSPort needs a little model help
Post by: Galemp on March 19, 2002, 09:39:21 pm
DTP is doing a fantastic job on the Karnak. Boss-dudes, feel free to lock this thread as it has served its purpose. If anyone feels like adding Squad Insig data to the new (old?) models, contact me.

Cheers!