Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kabal on April 29, 2002, 08:36:26 pm
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What determines the coordinants for turret, subsystem, hardpoint, etc. postitions?
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They're calculated from the model's center for the most part. (Turret firing points are calculated from the base model's center.) If you really want to edit stuff like subsystems, try ModelView32. It's good for most stuff, and good for seeing where stuff you setup in PCS will be on the model. (Example: Edit thruster data in PCS, go to Save, switch to ModelView32, hit Reload make sure the Thruster button is down, and look where your thruster went. Make adjustements as needed till it's right. :)) Thrusters, paths, and a few other things are the main stuff you should do in PCS. Subsystems, turrets, and stuff are easier done in ModelView32. At least until Kazan finishes PCS's render view. :)
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I am using model view. It's just that the coordinants don't match up. The X, Y, and Z coordinants aren't matching up. :doh: :mad: :mad2:
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wich coords
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What do you mean they "aren't matching up"? Matching up to what?
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PCS has a render view (just add " -renderer" to the exe path in the properties[ space included]).
What bugs me is that coordinates system. How the hell should I know the exact coordinates of my gun barrel or thruster?:confused:
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Originally posted by TrashMan
PCS has a render view (just add " -renderer" to the exe path in the properties[ space included]).
What bugs me is that coordinates system. How the hell should I know the exact coordinates of my gun barrel or thruster?:confused:
Exactly. Very hard to find coordinants.
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Originally posted by TrashMan
PCS has a render view (just add " -renderer" to the exe path in the properties[ space included]).
What bugs me is that coordinates system. How the hell should I know the exact coordinates of my gun barrel or thruster?:confused:
Cheat. Create a subsytem called temp in modelview. Move it about until it's in the right place. Quit the pof-editor (so that it saves) load up the pof in PCS. Note where temp is. Assign your gun barrel to that position.
I've not created any fighters so I'm not certain that will work for them but it worked fine for multi-barrelled turrets.
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Originally posted by TrashMan
PCS has a render view (just add " -renderer" to the exe path in the properties[ space included]).
What bugs me is that coordinates system. How the hell should I know the exact coordinates of my gun barrel or thruster?:confused:
Hmm. Didn't know about that renderer, but it's not as good as ModelView32's yet. (Which is probably why it's a "hidden" feature. :))
As far as knowing coordinates of stuff: Trial and error. For making turrets I think ModelView32 is better. If you put the turret data in, leave the position at 0, and give it a normal you should be able to see exactly where it is in the display. (Might need to switch to wireframe to see the firing point's location.) Then you change values in position and see how it moves the firing point. For other stuff, notably paths and thrusters, you'll want to edit them in PCS and that subsystem method listed above is a good way to find out where they should go. (You could also put the center of a subsystem where you are going to put whatever it is, copy the coordinates into Notepad, and get rid of the subsystem. Then use the copied coordinates to place whatever it is.) And once you place something, you can save it in PCS and hit Reload in ModelView32. If it's not just right, fiddle with the coordinates until it's where you want it. :)
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actually a somewhat easier way to figure these turret normals out would be y = mx+b if you remember that far back :D You could find two coords on the same edge, then plug that into rise-over-run. After that, find the exact center of the turret (quad-divide the face), then take your normal, and calculate it with y = mx + b where m is what you calculated earlier for the slope of the edge...
ok...it makes sense to me...
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Right...