Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: NeonShivan on March 07, 2012, 02:32:26 pm
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How exactly does one make a subsystem rotational?
More specifically on a outdated ship like this:
(http://screenshot.xfire.com/s/122119219-4.jpg)
May you the HLP community help?
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In PCS2, add "$dumb_rotate: 1.0" (on its own line, no quotes) to the properties of the submodel which you wish to rotate, and set the rotation axis as well. That should make it spin around the said axis once per second.
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360° degree rotation per second?, that's good if he's looking to build a giant ventilator.
IN SPACE.
said nothing.
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In PCS2, add "$dumb_rotate: 1.0" (on its own line, no quotes) to the properties of the submodel which you wish to rotate, and set the rotation axis as well. That should make it spin around the said axis once per second.
Thanks, it works.
360° degree rotation per second?, that's good if he's looking to build a giant ventilator.
IN SPACE.
Hmm, or I could be making a Gravity Well generator. The Great Fighter Troll!
(http://images1.wikia.nocookie.net/__cb20071201130404/homeworld/images/a/a2/RC_grav_well.jpg)
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Good ol' HW1 concept art. Doesn't age.
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Somehow, HW1 in general simply refuses to age. After all these years, it still looks amazing.
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In PCS2, add "$dumb_rotate: 1.0" (on its own line, no quotes) to the properties of the submodel which you wish to rotate, and set the rotation axis as well. That should make it spin around the said axis once per second.
Did they change this? It used to be "$rotate=4"
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Hmm, or I could be making a Gravity Well generator. The Great Fighter Troll!
(http://images1.wikia.nocookie.net/__cb20071201130404/homeworld/images/a/a2/RC_grav_well.jpg)
Suddenly, the Boobship appeared off the port bow. We found ourselves not only stuck in space, but in front of our viewscreens, paralyzed with the wonder of how such shapely masses could project their power over us...
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Dude, fix the UV alignment on those tiles or pick a different model.
It makes me want to go out and murder someone.
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In PCS2, add "$dumb_rotate: 1.0" (on its own line, no quotes) to the properties of the submodel which you wish to rotate, and set the rotation axis as well. That should make it spin around the said axis once per second.
Did they change this? It used to be "$rotate=4"
$rotate also works, but it works only on subsystems, whereas $dumb_rotate works even on non-subsystem submodels. I don't really remember if there's anything but historical reasons for why there's two options when it seems one should be enough.
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Dude, fix the UV alignment on those tiles or pick a different model.
It makes me want to go out and murder someone.
The murdering reference was not really called for...if you get me another Vasudan corvette sized AWACS model then message me and I'll be happy to replace it.
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Bad mapping and/or bad smoothing is uncalled for, it shouldn't even exist. Things should have proper smoothing and well aligned-mapping (even if its tile mapped), or they should be locked up in a forbidden part of the internet where people are not allowed to use it for anything until they fix it.
Seriously, do things properly. Have some standards. Don't use outdated with bad mapping unless you're going to fix it.
Go Upscale the AC Malia from ASW or something. Scaling in PCS2 is as easy as a push of a button and plugging in a single number :|
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In fairness, if there were any problems with the geometry messing up rotation you'd probably want to fix them before working on the maps.
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Bad mapping and/or bad smoothing is uncalled for, it shouldn't even exist. Things should have proper smoothing and well aligned-mapping (even if its tile mapped), or they should be locked up in a forbidden part of the internet where people are not allowed to use it for anything until they fix it.
Seriously, do things properly. Have some standards. Don't use outdated with bad mapping unless you're going to fix it.
Go Upscale the AC Malia from ASW or something. Scaling in PCS2 is as easy as a push of a button and plugging in a single number :|
I needed a rotational part for a logical sense for a Gravity Well. Plus a large ship capable of housing the Bal'ran's first ever Gravity Warping
device. I don't think the Malia would cut it.
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Nonsense. Your technoblabble descriptions can always bend to suit whatever you need. Be flexible with your writing.
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Nonsense. Your technoblabble descriptions can always bend to suit whatever you need. Be flexible with your writing.
So? I'm thinking from a logical standpoint. New technological advancements start out big. Like the first cell phone, or first Howitzer (Big Bertha). Or the first Battleship (The Dreadnought).
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Well too bad, make one yourself or change your backstory for it.
If there's absolutely nothing else that would work. FIX IT.
If you don't know how. LEARN. It's not hard to make something better.
You know what? If you want to defend your choice you using that model I doubt you'll bother quality checking anything else. Use it. Don't fix it. See if I care. It'll just affect your campaign's overall level of quality. Negatively.
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Well too bad, make one yourself or change your backstory for it.
If there's absolutely nothing else that would work. FIX IT.
If you don't know how. LEARN. It's not hard to make something better.
You know what? If you want to defend your choice you using that model I doubt you'll bother quality checking anything else. Use it. Don't fix it. See if I care. It'll just affect your campaign's overall level of quality. Negatively.
Why don't you help me instead of bashing me. Cause clearly thats all your good at.
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Or maybe telling you not to use that ugly model is helping you.
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Is the model ugly? Yes.
Is your commentary very insightful? No.
BTA, I commend you on trying to expand upon your skillset. However, with enhancing the appearance of the ship you're trying to use, you'll need more software knowledge than just FSO. Modeling and texturing are tasks unto themselves, and few master both. If you need to use the ship for your purposes, do so. BUT, you should also invest some time in looking into using 3D modeling software programs and 2D art programs. There are many, many software packages out there that are completely free and very much worth your while looking into using. If you want to use the ship in question here, it's probably a good idea to re-visit the model once your general modding tasks are over. Perhaps Droid will not feel so inclined to murder anyone, then.
:)
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I'll give you step by step instructions on how to de-stretch tilemaps in 3DStudio max, but unless you're using that I can't really offer any tips other than "look it up". I'm sure the many Blender users here will gladly give you pointers to how to un-warp the tiling on the model as well..
That will go a long way to making the thing not look like someone just didn't bother even aligning tiles...which is pretty much and unforgivable atrocity.
I mean, if you're going to tile rape a modle at least make sure the tiles aren't horribly distorted... :sigh:
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I'd rather go into replacing the model in all honesty. Modelling is something I will never be good at but Texturing would be a skill I'd like to learn. :sigh: Replacements ideas would be nice if you have any ideas.
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Well, you could always go to the unholy ways of kitbashing if you don't thing you'll ever learn how to model.
Combine like, the Setekh's rotating arrays with some other Vasudan ship...say...the tilemapped sobek somehow? XD
If you do it well people won't even notice its an abomination!
Don't think the Vasudan design aesthetic lends itself to spinny bits all that well.
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Well, you could always go to the unholy ways of kitbashing if you don't thing you'll ever learn how to model.
Combine like, the Setekh's rotating arrays with some other Vasudan ship...say...the tilemapped sobek somehow? XD
If you do it well people won't even notice its an abomination!
Don't think the Vasudan design aesthetic lends itself to spinny bits all that well.
^^