Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: MastaRyan on February 13, 2010, 12:28:31 pm
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Hey. I'm working on an assualt gunship (mini-cruiser) in Truespace, but so far I've only made s rotating gattling gun, and I haven't textured it yet. What do you think? (I intend to work on it some more.)
(http://img404.imageshack.us/img404/6002/gattling.png) (http://img404.imageshack.us/i/gattling.png/)
(http://img522.imageshack.us/img522/803/gattling2.png) (http://img522.imageshack.us/i/gattling2.png/)
Although you can't see it, there's a rotating part at the end.
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Not much to say at the moment.
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I know. I'm still working on it.
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That's... erm... nice. :wtf:
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That's... erm... nice. :wtf:
Of course it sucks right now. I just started on it an hour ago.
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Do a lot more work before you show things off. Posting this early into development tends to get rather overcritical reactions.
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Yeah, your right. I'll work on it a LOT more next time.
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I like the design, but I have an advice to you.
Instead of doing it like that, leave an empty slot for the gun on the model and make the gun a separate POF model.
It will allow you to make your gun rotate only when it's fired, as well as to make more different guns fitting the same slot, so when you change your gatling gun to, say, a plasma cannon, it will be reflected on model. You can also do a similar thing for secondaries.
This feature is not widely used, but when it is, it looks awesome. Check Federal Fighter Pack for examples.
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Can you explain more about making the gun a seperate POF model? I don't quite understand. also, will the firepoint rotate when the gun rotates?
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The first thing that you need to do, is to make a POF model with one firing point placed at the end of the barrel you want it to shot from (ussualy bottom or top) and physical model center at the point in which the gun will be attached to firepoint. The model itself needs two subobjects. The first will be the "frame" of a gun, which will not move. The second one must be a child of the first one and will be a rotating part of a gun. You will have to add "$Gun_rotation" (no quotes) to subobject proporties field in PCS2. The second subobject will rotate around it's own central axis. The firepoint will not move, the gun will always fire from it, regardless of the barrel being under it, or not.
That was making a model, now how to make it work.
First, the firepoint on the main model must be in a place in which you want the cannon to be, the physical center of a gun model will be at the firing point.
You will then have to make the weapon and assign a gun model to it.
Making weapon is easy, adding a rotating model is done by adding those lines:
$External Model File: Gatling.pof
$Submodel Rotation Speed: 52.36
$Submodel Rotation Acceleration: 50
If you don't want the gun to rotate, only the first line is needed, as it defines the weapon's external model.
The second one is speed at which your gun will rotate. To make sure it won't be firing when the barrel is not under the firing point or skip barrels, you may use this handy formula, made by Nuke for his gatling guns:
Gun rotation speed = ((1/firewait)/number of barrels)*pi
The third line defines acceleration, I'm not too sure how exactly does it works, but it affects the "warmup time" of a gatling gun. The higher the value, the faster the warmup. If you set it to a value close to rotation speed, it will produce about one second warmup, which is ussualy fine.
That's pretty much everything you need to know about adding an external model to a gatling gun.
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Thanks. My model was already kind of set up like that, (so the gun doesn't rotate the ship along with it.) but I have to finish making the ship before I can turn it into a POF.
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well, that sure is 5 cubes and 5 cylinders...
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Actually, theres a sixth cylinder that you can't see because it's inside the end of the barrel. It's meant to rotate so the barrel doesn't rotate the ship along with it. And as for there being five cubes, the biggest cube is actually made up of many smaller cubes. (The white part is the rotating cylinder.)
(http://img709.imageshack.us/img709/2202/gatling.png) (http://img709.imageshack.us/i/gatling.png/)
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Actually, theres a sixth cylinder
(http://i48.tinypic.com/29p3qcn.jpg)
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(http://memegenerator.net/Thumbnails/667/208x228_Advice-Picard-THERE-ARE-FOUR-LIGHTS.jpg)
There Are Five Cylinders!
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What's so funny about the number of cylinders?
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(http://i48.tinypic.com/29p3qcn.jpg)
And
(http://memegenerator.net/Thumbnails/667/208x228_Advice-Picard-THERE-ARE-FOUR-LIGHTS.jpg)
There Are Five Cylinders!
What the ****?
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Just the internet culture in action.
Don't worry about it.
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Yeah, I've seen it before.
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Any more and the thread gets closed.
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Yes, close the thread, even though the OP's posts are mostly on-topic. :rolleyes:
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Yes, close the thread, even though the OP's posts are mostly on-topic. :rolleyes:
Its what you get with overeager new moderators :p
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Seems they'll just give *the powah* to any old nub :nervous:
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Seems they'll just give *the powah* to any old nub :nervous:
I NOT NUBS!
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Also, don't close a WiP thread, I'd like to see more progress on that gunship.
If we're lucky, we may even get another ship with external primaries.
If you have to do something with off topic, split it instead.
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Alright, I'd like to post something before this topic gets locked by Snail, so here's some more pics.
(http://img692.imageshack.us/img692/7156/multiturret.png) (http://img692.imageshack.us/i/multiturret.png/)
Multi-part turret.
(http://img404.imageshack.us/img404/4589/frontt.png) (http://img404.imageshack.us/i/frontt.png/) Spiky things are missile launchers. Gatling gun is meant to be an anti-capital gun. Good thing, too, because you couldn't hit anything smaller than a cruiser with it.
(http://img63.imageshack.us/img63/2233/thrusters.png) (http://img63.imageshack.us/i/thrusters.png/) Thruster flames.
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Modelled thruster flames are unnecessary. The SCP doesn't use them anymore. You could do without them.
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Oh.
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The way to imagine your gun ship and missile racks is to make them empty. Make a socket for the gun to go in. And empty missile pods. Just make sure the weapons fit when you make them as seperate objects and it will all be nice when it's finished and you can swap everything out later when you make new weapons. :)
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So i should make the missile racks empty boxes and then model missiles to put in them?
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That's generally what people do.
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That depends on what kind of ships you want. Internal or external weapon mounts.
Regarding your gunship - keep working on it. Refine the design and model. It's the best way to learn
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External missles really don't make sense. What happens when a 50 kiloton missile gets hit by another 50 kiloton missile?
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it makes a trail of orange glowy poofs.
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Modelled thruster flames are unnecessary. The SCP doesn't use them anymore. You could do without them.
I <3 the old modeled ones.
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But... They had no depth and were fugly
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So i should make the missile racks empty boxes and then model missiles to put in them?
That, or you can make an external missile pod, like Steve-O.
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Hmm. I think i'll get rid of the external missiles. But I remember they looked good on the Loki
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Oh, and, does there need to be a light on a primary gun mount. Because there needs to be one on a turret.
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External missles really don't make sense. What happens when a 50 kiloton missile gets hit by another 50 kiloton missile?
The same thing that happens when the missile hits an internal missile bank and breaches the hull. Besides, since they're most likely nuclear missiles, they won't detonate if blown up like that, the missile must be armed and set to detonate. Just damaging a nuke isn't going to set it off.
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External missles really don't make sense. What happens when a 50 kiloton missile gets hit by another 50 kiloton missile?
The same thing that happens when the missile hits an internal missile bank and breaches the hull. Besides, since they're most likely nuclear missiles, they won't detonate if blown up like that, the missile must be armed and set to detonate. Just damaging a nuke isn't going to set it off.
Oh, ok.
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External missles really don't make sense. What happens when a 50 kiloton missile gets hit by another 50 kiloton missile?
The same thing that happens when the missile hits an internal missile bank and breaches the hull. Besides, since they're most likely nuclear missiles, they won't detonate if blown up like that, the missile must be armed and set to detonate. Just damaging a nuke isn't going to set it off.
well, there could be a 1:9999999999999999999999999999999999 freakass occurance where the original explosion is just right to set it off. :P
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External missles really don't make sense. What happens when a 50 kiloton missile gets hit by another 50 kiloton missile?
{...snip...} the missile must be armed and set to detonate. Just damaging a nuke isn't going to set it off.
well, there could be a 1:9999999999999999999999999999999999 freakass occurance where the original explosion is just right to set it off. :P
It's pretty long odds, and unlikely to occur the first time out. That's not to say it couldn't, just that it would take a long time, but of course by that time, you don't really have to worry about it, because by the time such an event actually occurs, you've already died of old age, boredom, or the freaking nuclear missiles that have been going off next to your hull...
Also, sorry for being a jerk back on page one. The turrets on page 2 show a great deal of promise.
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Thanks. :)