Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: experiencedn00b on July 13, 2002, 01:11:49 pm

Title: Question about multi-part turrets
Post by: experiencedn00b on July 13, 2002, 01:11:49 pm
It seems that only the first assigned firing point on my double-barrel turret will fire at me.   Two firing points assigned.  My heirarchy is the same for a single-barrel turret, except that a second barrel accompanies the first in the tree, same level and all.  anyone have any idea why the second gun wont fi
Title: How do you make turrets?
Post by: Vasudan Admiral on July 13, 2002, 06:06:29 pm
turrets can only have one barrel. just have the barrels as one object. even though they are separate, they move as one.
Title: How do you make turrets?
Post by: experiencedn00b on July 13, 2002, 06:50:32 pm
::checks config::  thats how i have them, as one object.  the first firing point will work, the second will not.
Title: How do you make turrets?
Post by: Bobboau on July 13, 2002, 07:22:59 pm
what are the weapons placed  in these points
Title: How do you make turrets?
Post by: experiencedn00b on July 13, 2002, 07:35:18 pm
heavy flak guns
Title: How do you make turrets?
Post by: experiencedn00b on July 13, 2002, 09:29:31 pm
damn, ive tried everything.  i dont see how to get the other fire point(s) to work.  i tried to make 3 fire points, and added 3 entries in the tables, but nothing, just the first one fires.  im sure someone here knows how to do it...  like the Orion's or Hecate's turrets.
Title: How do you make turrets?
Post by: Bobboau on July 13, 2002, 09:38:53 pm
there both the exact same weapon in them,
and they show up fine in FRED,
and the first one fires but not the second one,
and you have placed two entrys in the tbl,
as far as I can tell that should be working
Title: How do you make turrets?
Post by: Anaz on July 13, 2002, 11:36:51 pm
I have a funny turret question...

ok, I have my lovely little truespace hierarcy:

(http://www.tgfx.com/travis/trueview.jpg)

and when I convert it, my firepoints show up in the right place with the right normals, but when I hit 'rotate parts' in modelview, nothing happens. Also in modelview when I click on a subobject, the whole thing is still showing.


PLEASE HELP
Title: How do you make turrets?
Post by: experiencedn00b on July 13, 2002, 11:54:06 pm
bobboau it should be working, youre right.  assigned two firing points in modelview, shows up in fred... hmm do i have to add anything else for the tables?  and is there a special line for the turret submodel like $firepoints=2 or something??
Title: How do you make turrets?
Post by: Vasudan Admiral on July 14, 2002, 03:13:55 am
nope, just have a normal turret entry, but have two default weapons in the brackets. strange......
Title: How do you make turrets?
Post by: experiencedn00b on July 14, 2002, 10:06:17 pm
well damn, it just wont work.   could someone post a pic of their multi-part turret with 2 (or more) firing points from Modelview32 or PCS??  and please post the heirarchy as well?  i just dont know what the problem is... :confused:
Title: How do you make turrets?
Post by: Vasudan Admiral on July 15, 2002, 02:12:23 am
Quote
Originally posted by Analazon
I have a funny turret question...

ok, I have my lovely little truespace hierarcy:

(http://www.tgfx.com/travis/trueview.jpg)

and when I convert it, my firepoints show up in the right place with the right normals, but when I hit 'rotate parts' in modelview, nothing happens. Also in modelview when I click on a subobject, the whole thing is still showing.


PLEASE HELP

1)you have glued a light to the hull, don't
2)you seem to have glued two lights to the base, should only be one
3)what is in the arm section?
4)if you mean the two lights to be firing points, i'm pretty sure it doesn't work. haven't tried it though. i put my firing points in in mod view. someone tell me if im wrong.
Quote
in modelview when I click on a subobject, the whole thing is still showing.
if you mean both the arms and base are one, that's caused by not having a light glued to the arm. a light defines a separate object.
Quote
when I hit 'rotate parts' in modelview, nothing happens.
put this in the submodels>properties section of the base and make it rotate (by checking the rotates bok and selecting the "z" axis for the base.
"$special=subsystem
$fov=160
$name=main turret"
(copied from orion)
don't put it in the arm objects properties. also make sure the arms are rotating on the "y" axis

for the original q,
one posibility is that you have rotational sub object and the associated sub-object mixed up (like i used to.)
in the turret editor, the base should be in a pinkish orange box and the arm should be in a blue one.

if none of this works, try the whole thing as a test. make a cube the hull, glue another smaller cube to the top as a sibling(i glue a light to the base too, just in case), and two triangular prisms to it as a sibling with one light glued to them as a sibling also.
(for me to get them to rotate correctly i used to put the light at the pivot pont of the arms and the base of the base)

hope this helps, but it could well be a waste of time :doh:
Title: How do you make turrets?
Post by: Bobboau on July 15, 2002, 02:38:46 am
"1)you have glued a light to the hull, don't
2)you seem to have glued two lights to the base, should only be one
3)what is in the arm section?
4)if you mean the two lights to be firing points, i'm pretty sure it doesn't work. haven't tried it though. i put my firing points in in mod view. someone tell me if im wrong.
"

you don't use PCS do you,
1) the light glued to the hull is not a problem with PCS (infact it generates that when if POF2COBs), though I'd remove it anyway
2)that is how PCS auto-generates firing points and normals
3)the turret arms, the barrels, this is the nameing president V used
4) it works

also axis of rotation is irrelivent on turrets

it looks like he is useing PCS auto-generation code so he should have physical parents sorted right, and the fact that one of the two points is working that would through out  that posability
Title: How do you make turrets?
Post by: Vasudan Admiral on July 15, 2002, 05:21:22 am
well we learn something every day. i just learnt my quota for the month. :D
and i often get a stack overflow thing error when converting in pcs, or the object's centre was one of the turrets. i use it heaps for the pof-ing, but generally not for the converting. mabey i should only use cob2pof as a backup....

thanks for the firing point tips, i didn't know that :) so you place a light on the end of the barrel and it generates the firing point pointing straight up? of do you need another to define that? so much for my "pretty sure"-ness oh, and do you glue the lights to the barrel selection or the base?

for point 3 i was wondering if he had two barrels glued together to form the group. i dunno what that would do.

i know he had the heirarchy right, just he asked for one. mine works (but could be better now i know the firing point thing....) so i gave it. i still would recomend  trying a simple version, but after my last "help" you would probably do better asking someone else. :o
Title: How do you make turrets?
Post by: Vasudan Admiral on July 15, 2002, 06:53:04 am
hmmm, i did a test, it created the turret, and i was wondering about the firing points. it seems to point them slightly foreward and to one side. does this matter? will it affect the field of views? (although i kinda doubt that.)

whish i'd known all this when i was first making ships. :doh:
Title: How do you make turrets?
Post by: experiencedn00b on July 16, 2002, 12:09:27 am
ok, im confused.  i thought that the light glued to the barrels defined the point that they 'hinge' on.  but then i hear that glueing two lights to the barrels defines their firing points?  well, it cant be both, or the barrels would swing the wrong way, off the base, and out into space.  i wish i had some program where i could look at V's ships, like the hecate or orion and see how their turrets are configed.  do i need VPview for this?  my version doesnt work... what program do i need, and could someone please prodide a link?  or maybe a site, or even a general direction?  im at a loss as to why my turrets dont work... :o
Title: How do you make turrets?
Post by: IPAndrews on July 16, 2002, 05:40:00 am
The object axis decide those things.
Title: How do you make turrets?
Post by: StratComm on July 16, 2002, 09:44:56 am
I believe that PCS can so the firing points with local lights, but you must have to do more than simply glue two.  I have never had my local lights generate fire points, so you must have to name them seperately.

To look at models :V: made, use PCS to convert them back to cob format and open them in truespace.  Trouble is that the axis information seems to get lost, so all of the local lights are placed at the origin.  Recompiling a :V: ship from cob is almost always unsuccessful.
Title: How do you make turrets?
Post by: experiencedn00b on July 16, 2002, 10:36:41 pm
how can i look at the V ships?  they are in VP format or something.
Title: How do you make turrets?
Post by: Bobboau on July 17, 2002, 02:37:04 am
um..eh he, there, uh, packed in VPs..
don't tell me.. hehe.. you don't..pfft.. know how to open VPs
bahahaha
eheim hm hmhmhmhm
*wipes tear from eye*
VP view
go to D-net and get the pack
it is like the oldest most common tool,

wait, how are you makeing ships if you can't extract the tables to get them in game
Title: How do you make turrets?
Post by: karajorma on July 17, 2002, 02:37:36 am
Click the link and read up about VPView. Once you know how to use it you can extract the ships and use PCS to turn them into cobs.

Or you can get modelview and use that to extract them.
Title: How do you make turrets?
Post by: experiencedn00b on July 20, 2002, 03:41:15 am
bobboau, vadar hooked me up with the extracted .tbl file.

its not as bad as you think, i know what VPview is and what it does... problem is i cant run it.   on install it says i need .dll pack v2.0, gives a www.descent-freespace link, and i cant go to the site because its not there, must have been renamed or something.  

u have any idea about the .dll pack or where i can get it?
Title: How do you make turrets?
Post by: karajorma on July 20, 2002, 04:12:14 am
You could try downloads section of HLP as recommended in my FAQ. :)
Title: How do you make turrets?
Post by: experiencedn00b on July 20, 2002, 01:33:52 pm
thanx for the advice, ive now figured out how to make turrets with multiple firing points!

i found that the difference between V's models and mine was that V's ships (in modelview) didnt have guns assigned, only firing points on turrets.   i had assigned the firing points on turrets AND used the 'guns' tab in the .pof editor to add a guns entry.  apparently this confused modelview and assigned the turret only one firing point, for whatever reason...

anyway, they work!  thanx everyone!
Title: How do you make turrets?
Post by: DTP on July 20, 2002, 07:00:28 pm
Quote
Originally posted by experiencedn00b
thanx for the advice, ive now figured out how to make turrets with multiple firing points!

i found that the difference between V's models and mine was that V's ships (in modelview) didnt have guns assigned, only firing points on turrets.   i had assigned the firing points on turrets AND used the 'guns' tab in the .pof editor to add a guns entry.  apparently this confused modelview and assigned the turret only one firing point, for whatever reason...

anyway, they work!  thanx everyone!


Gun points should only be used for fighters. ei static one direction guns. ( not a turret)
:nod:
Title: How do you make turrets?
Post by: experiencedn00b on July 20, 2002, 07:17:43 pm
ahh ok that explains it.  thx