Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: experiencedn00b on April 05, 2002, 10:33:43 pm
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How do you make it so the turrets rotate or swing? Is that done with Truespace? If so, how?
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search is A-1 SUPAR!!!
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what??
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He means search the forum for similar topics... if ya can't find anything then I will tell ya how to do it :D
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please tell me... i assume it has to do with animations and joints and such, but i have no idea how to make it work, even after hours of playing around with it. do i build the turret pieces seperately, put in joints, glue them together, then glue them onto a capship? i dont know how to make joints though...
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Flak/Laser Turrets:
Create the base of the turret and name it turretxx-base (the xx is the # of the turret). Glue a light to this as a sibling and name it turretxx. The next step is to create the barrels and glue them as a child to the base/light combination and title the barrels turretxx-arm. Glue this entire combo to the hull as a child.
Important:Make sure that the axis for both objects are centered in the base.
Beam/Missile Turrets:
Create the geomitry and glue a light to it as a sibling. Call this combo turretxx and glue it to the hull as a child.
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a light?? local light? and i want the turret to not just rotate, but the elevation of the barrels to change. is that covered in what you said? and i dont see a 'glue as sibling' option, only 'glue as child'. however, there is an 'object union' button
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nevermind about the light... got that figured out :doh:
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What I said allows for the normal FS2 turret rotation :nod:
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alright, thank you very much. i just glued the turret to a giant unskinned sphere. i want to put that sphere and turret into fs2 now (just to see if i have this right). i have to convert to .pof from .cob, and then place the .pof into the FS2 folder, right? but first i need a way to convert .cob to .pof. i downloaded a bunch of tools, but most are for .pof>.cob and not the other way around.
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That's .cob to .pof, then place the .pof file in the data/models directory.
Then you'll have to add a .tbl entry. Pick a ship, search for its name, and rename the .pof file for it to whatever your file is called.
Then, start up FRED and add the ship that you modified the TBL entry for into a mission.
If you have trouble, just post something here, and someone'll probably post more detailed instructions.
Oh, and
(http://members.cox.net/wmcoolmon/images/welcome.gif) :D
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what if i dont want to overwrite one of the FS2 ships? :wink:
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Take out some of the comments and copy and paste one of the ships :nod:
There's a file size limit, which is why you have to take out the comments. Somewhere around here there's a 'clean' version with all the comments taken out, but I've lost the file :o
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I have to use lights?
Where do I glue them, inside or outside the turret?:confused:
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Can I copy a turet and change it's components names, or do I have to make every turret from scratch?:D
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Originally posted by TrashMan
I have to use lights?
Yes.
Can I copy a turet and change it's components names, or do I have to make every turret from scratch?[/B]
Yes, you can.
Where do I glue them, inside or outside the turret?:confused: [/B]
Doesn't really matter, they just have to be glued to the turret.
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Flak/Laser Turrets:
Create the base of the turret and name it turretxx-base (the xx is the # of the turret). Glue a light to this as a sibling and name it turretxx. The next step is to create the barrels and glue them as a child to the base/light combination and title the barrels turretxx-arm. Glue this entire combo to the hull as a child.
Important:Make sure that the axis for both objects are centered in the base.
Beam/Missile Turrets:
Create the geomitry and glue a light to it as a sibling. Call this combo turretxx and glue it to the hull as a child.
You can do it that way, but Freespace really doesn't look for that turrret-base tag anyway. I duplicate what is used in :v: models; glue the barrel with a local light, calling the barrel turretarmxx and the light H_turretarmxx (that is what the original models use, or at least that's how they got converted, so that's what I use) Call this combined object turretarmxx, just like the submodel. Then I make the base (turretxx) and another local light (H_turretxx), and glue those things together as siblings with the turretarmxx group. Then name that group turretxx, same as the base. Freespace recognises this perfectly well, you just have to set the rotational submodel to turretarmxx when assignigning the firing points. Oh, and dual rotation turrets should always have a normal of (0,1,0) or (0,-1,0) or they do strange things in the game. So make the turret point up.
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so, it can reall be done either way? i assume that you make the hull of the ship about as large as the grid, and zoom in to change the hull structure. is this correct? i also assume you make the turrets on a large scale, then make them very small so they fit on the ship hull. does this make any sense?
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oh, and where do i assign the turret arcs and firing points? not in truespace, im guessing. where can i download the program necessary? i have segeltech, or however you spell it. is that what i need to use? it won't open .cob files though. do i convery my .cob to .something else?
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to assign firing points, use Modelview32. I'm not quite sure where I found it, but I think it is under the downloads section of this site, HLP (http://www.3dap.com/hlp/)
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modelviewer lets me look at all the stats, but it doesnt seem to let me change the turret firing arcs.
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Modelview can only edit some parts of pof files, but it does have the turret and submodel editing capability. Click the pof editor button, go into the submodel section and add in the following line for each turret submodel:
$fov=
There is a seperate section for the actual turrets, but this lets you change the FOVs.
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too bad theres no .pof editor button.
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? :confused:
You must have found an older version. Look around more and pick up the latest copy.
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one line says 'position' and the other says 'normal'. is normal the way the turret faces at rest, and 'position' is the max angle of the turret?
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Position is where the turret is and normal is the starting direction I beleive.
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How does that work with multi-barreld turrets. Do I have to make each barrel seperate, and glue them together separately or what?
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no, you can't really have multibarrels, all of them must be one single object.
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So I just put two weapons in a sinle object consisting of two barrels! Great.
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I'm still struggling with models. should i start out with a fighter or small transport? and how does FS2 recognize the scale? i mean, how does it know that a destroyer is 2.5 kilometers long and a fighter is 10 meters? i guess thats in the table?? or do some people have fighter-sized destroyers flying around :headz: ??
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you know, that would be cool. say the GTVA developes nanotechnology, and create super-small super efficient reactors. they could be put on mini-cap ships (a contradiction, i know). so there could be fighter sized vessels, but with the power of a destroyer, and as fast as a fighter. could be good for a campaign... im trying to make one, but its on hold until i get the modding worked out. some of the new ships i want to create will be essential to it, so i kinda have to do those first. how does FS2: The New Threat sound? i heard that somewhere, but i dont think it was being produced... i need help with making models, but once i do that ill need ideas for ships... any suggestions on anything ive said?
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Sure, I'll help you anyway I can.
When I finish my models I'll let you have some, to use in your campaign.
Making 3d models is easy for me, but making the skin...that's something I don't know how to do...yet!
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the scaling of size is done through PCS conversion. You can set the scale factor that it sizes the object to. One TS grid is equal to one meter in FS2 on a conversion factor of 1. At 2, each grid is 2 meters in FS2, at 5, each grid is 5 meters, etc.
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thanx LtNarol, i was wondering about that. by PCS you mean .pof constructor
suite? i have a ship in the works, a GTVA destroyer called the 'Apex'. ill
post pics when i get it looking like a ship and not a bunch of blocks... and
i think you guys will like the design ;) by the way, are the blue beams more
powerful than the orange Vasudan beams used on the Hatshepsut and Typon?