Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on May 16, 2002, 04:05:40 am

Title: need help at ship editing
Post by: TrashMan on May 16, 2002, 04:05:40 am
In the next few days I'll be finishing some of my models. However, I don't have a clue how to add fire points, thruster glows and dock points. If anyone is willing, I'll send him (them) the converted models with all the info needed for further editing!
Title: need help at ship editing
Post by: Silver_Scythe on May 16, 2002, 08:03:40 am
1. PCS :D
2. PCS :D
3. PCS :D
4. Have you been modeling for long? PCS Rocks! :nod:
Title: need help at ship editing
Post by: Silver_Scythe on May 16, 2002, 08:04:32 am
EDIT: Sure send me the ships.
Title: need help at ship editing
Post by: Unknown Target on May 16, 2002, 10:38:28 am
Try Descent Network's MODLVW32, www.descent-network.com
Title: need help at ship editing
Post by: Silver_Scythe on May 17, 2002, 12:04:23 am
Nope their POF editing mode is buggy I've tried using it. When you make the changes they dont stay after you close the window :mad:
Title: need help at ship editing
Post by: Stunaep on May 17, 2002, 12:09:07 am
really??? always worked fine for me. :confused:
Title: need help at ship editing
Post by: Black Wolf on May 17, 2002, 02:56:17 am
Same. I can put gun points and missile points on, though I've never tried thrusters or dockpoints.
Title: need help at ship editing
Post by: EdrickV on May 17, 2002, 03:24:52 am
ModelView32 works just fine for me. I use it for everything I can.(except sometimes for fixing texture names, may do that in PCS while I'm converting the model.) ModelView32 doesn't do thrusters, dockpoints, or paths though. What I do for those is have PCS and ModelView32 open, do the editing in PCS, save, and check locations in ModelView32 using it's convenient reload button. Then I change the locations in PCS, save, and recheck. Repeat untill satisfied. :)
Title: need help at ship editing
Post by: Pera on May 17, 2002, 04:42:53 am
Quote
Originally posted by EdrickV
ModelView32 works just fine for me. I use it for everything I can.(except sometimes for fixing texture names, may do that in PCS while I'm converting the model.) ModelView32 doesn't do thrusters, dockpoints, or paths though. What I do for those is have PCS and ModelView32 open, do the editing in PCS, save, and check locations in ModelView32 using it's convenient reload button. Then I change the locations in PCS, save, and recheck. Repeat untill satisfied. :)


That's what I do too. Simple and easy.
Title: need help at ship editing
Post by: TrashMan on May 17, 2002, 10:11:52 am
I have the PCS but the coordinates bug me. How can I put the gun point when I don't know the right ccordinates. Anyway, I've been experimenting. I made the Iowa (with 38 turrets, just pressed add gun point, enterd no coordinates) for testing.
The beam turrets work fine  (and the two gatling turrets) alltough they don't fire. The other main turrets don't even show.
Do I have to write something in the subobjects section for the turret arms?
Aaaaa...What the hell! I'll give it to someone else to do!
Title: need help at ship editing
Post by: EdrickV on May 17, 2002, 03:04:13 pm
For turrets and gun/missile points I would do that in ModelView32 not PCS. In ModelView32 you can watch the effects of your changes as you make them. Switch it to wireframe, add a gunpoint (fighter/bomber) or turret (big ship) and change it's normal. For a multi-part turret you should set the Y to 1 or -1. You should be able to tell where the firing point is. Make sure you set it's submodel info as that will affect it's location. In wireframe, you should be able to see where it is. Try putting in different numbers in different spots and see how it reacts. If you put 10 into X and it moves forward, but you want it to move backward, you'll need to use negative values. Just fiddle with the coordinates till it's where you want it to be. Trial and error. It's not that hard to do, in ModelView32. Just remember, the coordinates are centered on the center of the submodel selected as the turret base. (For single part turrets you select the turret object for both the submodel entries listed in the turret entry.) You also need to add the subsystem info into the submodels, unless PCS did it for you. Then you'll probably want to double check it and maybe edit things like rotation and field of view. (FOV)
Title: need help at ship editing
Post by: Killfrenzy on May 17, 2002, 04:50:24 pm
I use PCS to convert, and MV32 to edit. I also use Segeltuch to add shields after conversion - but FS2 crashes on exit.........
Title: need help at ship editing
Post by: TrashMan on May 18, 2002, 12:13:05 pm
The turrets work fine now.
But some surfaces keep getting transparent (read -they dissapear)! And PCS keep chrashing with the "Illegal operation".
Title: need help at ship editing
Post by: aldo_14 on May 18, 2002, 01:18:03 pm
Quote
Originally posted by TrashMan
The turrets work fine now.
But some surfaces keep getting transparent (read -they dissapear)! And PCS keep chrashing with the "Illegal operation".


Is it triangulated?... If not, that could cause the first problem.
Title: need help at ship editing
Post by: EdrickV on May 19, 2002, 02:23:47 am
Chances are you have at least some non-planer faces. (Faces that are not flat.) You need to split those faces into segments that are flat. (Triangulation is one way to do it, but not the only way.) FS2 doesn't like faces that bend while 3D modelers may accept them. (Same thing occurs in D3, with the added annoyance that non-planer faces tend to not be solid so you can fly through them outside the level which causes it's own mess of problems.)
Title: need help at ship editing
Post by: TrashMan on May 19, 2002, 11:39:03 am
On some models, when I triangulate them, PCS chrashes. Anyway, I now downloaded ModelView32 and I'll see what to do next!
Title: need help at ship editing
Post by: TrashMan on May 20, 2002, 03:26:07 am
Downloaded the %&#X!!! wrong program...
Oh wel, I'll try it again.

I've made tbl entrys for two models I'm currently testing. They work fine in the game (fly around, attack, fire), but since I didn't put a dock point (or path) the game chrashes when they call for support...
Looky here:
(http://www.inet.hr/~tstanici/images/Snap08.jpg)
(http://www.inet.hr/~tstanici/images/Snap09.jpg)
(http://www.inet.hr/~tstanici/images/Snap10.jpg)
(http://www.inet.hr/~tstanici/images/Snap11.jpg)

As you can see, they both look fine in the viewer. The Armageddon, however, has two surfaces (and a thruster) missing in the game, and when i target him there is no green box!

The thunderbolt works fine, but when I add thrusters and try to convert PCS chrashes....

In both cases I tried triangulating the main hull - PCS chrashes (again).
Back to the drawing board!
Title: need help at ship editing
Post by: TrashMan on May 21, 2002, 04:24:25 am
I made a LOT leaner and meaner version of the Hudge Terran Turret - the Ion Cannon. Can anyone tell me if(how) I can make it track(shoot) only capships, not fighters (it does 5000 damage, so you can guess, a fighter/bomber is destroyed with a single hit)!:confused:
Title: need help at ship editing
Post by: Rampage on May 21, 2002, 07:42:53 am
Quote
Originally posted by Silver_Scythe
Nope their POF editing mode is buggy I've tried using it. When you make the changes they dont stay after you close the window :mad:


Aftering saving the model in MODELVIEW32, you'll need to refresh the model and the firing points, etc should be there.  The problem is with the eye points, which don't save and must be edited in PCS.

I use both programs when modding.
Title: need help at ship editing
Post by: TrashMan on May 22, 2002, 03:21:40 am
What do you think of the models?
And can i make the turret track only capships?
Title: need help at ship editing
Post by: StratComm on May 22, 2002, 01:45:43 pm
I think turret tracking is a weapons.tbl thing.  See what tag keeps large beams from targeting fighters, and try adding that tag to your weapon.
Title: need help at ship editing
Post by: EdrickV on May 22, 2002, 01:52:16 pm
Here are all the possible weapon flags and their descriptions:

Code: [Select]
#define WIF_HOMING_HEAT (1 << 0) // if set, this weapon homes via seeking heat
#define WIF_HOMING_ASPECT (1 << 1) // if set, this weapon homes via chasing aspect
#define WIF_ELECTRONICS (1 << 2) // Takes out electronics systems.
#define WIF_SPAWN (1 << 3) // Spawns projectiles on detonation.
#define WIF_REMOTE (1 << 4) // Can be remotely detonated by parent.
#define WIF_PUNCTURE (1 << 5) // Punctures armor, damaging subsystems.
#define WIF_SUPERCAP (1 << 6) // This is a weapon which does supercap class damage (meaning, it applies real damage to supercap ships)
#define WIF_AREA_EFFECT (1 << 7) // Explosion has an area effect
#define WIF_SHOCKWAVE (1 << 8) // Explosion has a shockwave
#define  WIF_TURNS (1 << 9) // Set this if the weapon ever changes heading.  If you
// don't set this and the weapon turns, collision detection
// won't work, I promise!
#define WIF_SWARM (1 << 10) // Missile "swarms".. ie changes heading and twists on way to target
#define WIF_TRAIL (1 << 11) // Has a trail
#define WIF_BIG_ONLY (1 << 12) // Only big ships (cruiser, capital, etc.) can arm this weapon
#define WIF_CHILD (1 << 13) // No ship can have this weapon.  It gets created by weapon detonations.
#define WIF_BOMB (1 << 14) // Bomb-type missile, can be targeted
#define WIF_HUGE (1 << 15) // Huge damage (generally 500+), probably only fired at huge ships.
#define WIF_NO_DUMBFIRE (1 << 16) // Missile cannot be fired dumbfire (ie requires aspect lock)
#define  WIF_THRUSTER (1 << 17) // Has thruster cone and/or glow
#define WIF_IN_TECH_DATABASE (1 << 18)
#define WIF_PLAYER_ALLOWED (1 << 19)   // allowed to be on starting wing ships/in weaponry pool
#define WIF_BOMBER_PLUS (1 << 20) // Fire this missile only at a bomber or big ship.  But not a fighter.

#define WIF_CORKSCREW (1 << 21) // corkscrew style missile
#define WIF_PARTICLE_SPEW (1 << 22) // spews particles as it travels
#define WIF_EMP (1 << 23) // weapon explodes with a serious EMP effect
#define  WIF_ENERGY_SUCK (1 << 24) // energy suck primary (impact effect)
#define WIF_FLAK (1 << 25) // use for big-ship turrets - flak gun
#define WIF_BEAM (1 << 26) // if this is a beam weapon : NOTE - VERY SPECIAL CASE
#define WIF_TAG (1 << 27) // this weapon has a tag effect when it hits
#define WIF_SHUDDER (1 << 28) // causes the weapon to shudder. shudder is proportional to the mass and damage of the weapon
#define WIF_MFLASH (1 << 29) // has muzzle flash
#define WIF_LOCKARM (1 << 30) // if the missile was fired without a lock, it does significanlty less damage on impact
#define  WIF_STREAM (1 << 31) // handled by "trigger down/trigger up" instead of "fire - wait - fire - wait"
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