Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: morris13 on July 17, 2001, 11:41:00 pm
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It had been my understanding that rotating turrets had to be perfectly flat in order to rotate on a pure X,Y, or Z axis and therefore had to be mounted on either a flat horizontal or flat vertical plane on the ship. However, I noticed that on some V ships (check out turret 11 on the Iceni POF) the rotating turret is mounted on a slanted face, while the turret is horizontal. They did this by having the turret extend below the surface of the ship hull. I had always thought that this was a huge nono, why does it work for the V ships?
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becase there gods and know how to bend the rules.
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Bobboau, bringing you products that work.............. in theory
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I did that for my BDP, I put turrets on a diagnal surface... They work just fine.
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Sie ist der hellste Stern von allen, und wird nie vom Himmel fallen.
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but were they rotating turrets?
on a similar line, when you have turrets mounted on angled surfaces, how should the object axis of the turret be aligned? does it need to be aligned with the turrets base so that the Z axis is the turret normal, or do all the turret axis need to be aligned universally (ie: Z axis straight up for everything)
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Originally posted by morris13:
but were they rotating turrets?
on a similar line, when you have turrets mounted on angled surfaces, how should the object axis of the turret be aligned? does it need to be aligned with the turrets base so that the Z axis is the turret normal, or do all the turret axis need to be aligned universally (ie: Z axis straight up for everything)
i think it's turret-specific.
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Well, you've made working ships with turrets so i'm going to assume you know what you're talking about. I know that I need to align them that way at first to get the UV mapping right anyway.
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Originally posted by morris13:
Well, you've made working ships with turrets so i'm going to assume you know what you're talking about. I know that I need to align them that way at first to get the UV mapping right anyway.
true, but I've yet to test my first ship with rotating non-vertical plane turrets.... I believe it works - the Hapshehabut (or however you spell it) has flak turrets like that.
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Originally posted by morris13:
but were they rotating turrets?
on a similar line, when you have turrets mounted on angled surfaces, how should the object axis of the turret be aligned? does it need to be aligned with the turrets base so that the Z axis is the turret normal, or do all the turret axis need to be aligned universally (ie: Z axis straight up for everything)
Um... they are single part turrets, more specifically, the turrets I stole off the sides of the deimos... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by Raa Tor'h:
Um... they are single part turrets, more specifically, the turrets I stole off the sides of the deimos... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Exactly. I'm talking about ROTATING turrets mounted on slanted faces.
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Originally posted by aldo_14:
true, but I've yet to test my first ship with rotating non-vertical plane turrets.... I believe it works - the Hapshehabut (or however you spell it) has flak turrets like that.
Well yes, but all the rotating turrets on the hatshepsut are flat, even if the faces they're mounted on arent. they all rotate on the universal Z axis, rather than an individual turret axis.
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Originally posted by morris13:
Well yes, but all the rotating turrets on the hatshepsut are flat, even if the faces they're mounted on arent. they all rotate on the universal Z axis, rather than an individual turret axis.
Hmm..I've never tried that myself, so ican't really say. I'd expect it to work, but can't be sure.
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the jotun nose turret is a normal barreled turret, that sits on... nothing, it just hangs next to the ship, so basically, just put the barrel horizontal, and pointing on one side, and you'll be able to have a barreled turret on the side of a ship I suppose.