Author Topic: My old project reborn  (Read 4398 times)

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Offline Trivial Psychic

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Quote
Originally posted by Raa
A multi part turret can have 3 firing points, yes. but only the first willa ctually fire, until the turret code is fixed... :doubt:

Actually, you can have as many as 6 firepoints on a turret, as long as 3 are laser/beam turrets and 3 are missile turrets.
The Trivial Psychic Strikes Again!

 

Offline magatsu1

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Quote
Originally posted by boewolf
thats because in those pics it isn't triangulated.

EDIT:

Just to make sure i have the right naming conventions.
Does this look right...


take "LocLight,3" out of the Lod0 group and put it into "NoName1" group.The main detail and it's light shouldn't be grouped together. Rename the groups and lod0 too (I usually put "Hull" for the main detail.) just incase.

turret01 group needs a light too (for the turret base, the arm looks 100%)
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Offline boewolf

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Ok how does this look.  (still doesn't convert triangulated or not)

|-lod0
    |-HULL
    |-LocLight3
    |-turret01
    |    |-turret01
    |    |   |-turret01
    |    |       |-geo
    |    |       |-H_turret01
    |    |-turret01-arm
    |          |-geo1
    |          |-turret01-fp_01
    |-turret02
        |-geo
        |-turret2-fp_01

when not triangulated it gives a PolyGon > 20, whatever that error is in PCS.

 
Quote
Originally posted by boewolf

when not triangulated it gives a PolyGon > 20, whatever that error is in PCS.


That means you have a polygon with more than 20 vertices. PCS and Freespace don´t like those, it avoids them like the plague...
Check for cilynders and other polys with many unconnected vertices. Connect them manually, if you don´t want to triangulize yet.
There´s a quick way to get rid of unnecessary vertex in your mesh: draw a cube all around your model, so that the model is completelly inside it, select your mesh, and click on the cube using "Object intersection". Works like a charm! :p
« Last Edit: October 07, 2004, 12:49:34 am by 2050 »
No Freespace 3 ?!? Oh, bugger...

 

Offline StratComm

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It could also mean that you have one vertex with more than 20 polygons touching it.  Most likely though, it's a face with a bunch of colinear points along one side, I always seem to forget about those.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Getter Robo G

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But since Boewolf aluded to multi-turrets firing..

  I can't make each barrel fire at once so I cheated... Note this was a test ONLY and will be perfected later (color is as in anime but the ship's turrets have only 2 barrels each, the texture has 4 weapon lines)...

   So you limit the texture to three for tri-barrels and it looks like the ship has opened up with all batteries!

 "Give'em a Broadside!"



  So I can see using this method for other ships. (using appropriate texture of course). Right now main issue is the carging up glowpoint. Having one barely visible or just allowing one that encompasses the whole main turret and bleeds over to the others, or getting rid of it entirely and only leaving the right number of beams to fire with NO charging point ??? I guess it boils down to personal preferance...

   Anyway that's my idea on how to get teh Orion to fire all three at once. (Max and RT gang invented this beam, the Zent Weapon)...

L8tr!  BTW I like the ship, curious how it will look with textures as I am not a fan of the Fenris line.
« Last Edit: October 07, 2004, 01:52:51 pm by 2035 »
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Offline magatsu1

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Quote
Originally posted by boewolf
|-lod0
    |-HULL
    |-LocLight3
    |-turret01
    |    |-turret01
    |    |   |-turret01
    |    |       |-geo
    |    |       |-H_turret01
    |    |-turret01-arm
    |          |-geo1
    |          |-turret01-fp_01
    |-turret02
        |-geo
        |-turret2-fp_01


can't really tell from that, but this is how it should look:



Turret1 is multipart, the other single. And Detail (lods) heirachy is decide in wehich order you add them to the main group, not how you number 'em.

Don't bother looking at V models for help as they won't work. Try looking at other fan-made ships.

Is that right about firing points ? my missle battery can have up to 12 if I put a light in each tube. Would look cool if warheads were to launch from each tube in turn.
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Offline Getter Robo G

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That's a good question, I never tried it... A massive rack of missiles open firing would be cool... Rocket pods looks cool on fighters but I have no idea if the same concept would work on caps... (crosses fingers!)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
You mean, something like this? ;7





If you want to see it in full blazing glory, you´ll have to wait for its release, atached to the hull of a space mastodont. :D
« Last Edit: October 07, 2004, 03:16:48 pm by 2050 »
No Freespace 3 ?!? Oh, bugger...

 

Offline Getter Robo G

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But with that texture it looks like you inset two gatling guns into missile mounts! (or could it be a new type Phalanx point defense gun?

  Yeah I KNOW it's a missile turret but it just looks like that to me... (I'm odd)

  Supeb textures and that deckplate looks (Interesting)...

YOU TEASE! :p   (if I knew how to copy and paste turrets... STEAL!)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline boewolf

  • 28
Ok i have found where the converting problem is.  Its the main hull.  untriangulated it gives the poly 20 error and triangulated it makes PCS stop responding?



Quote
There´s a quick way to get rid of unnecessary vertex in your mesh: draw a cube all around your model, so that the model is completelly inside it, select your mesh, and click on the cube using "Object intersection".


When i do this it tells me that the hull is not solid and then that i can't perform boolean operation, change the relative positions of the object or change boolean operation?

 

Offline StratComm

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It's because the hull is made up of several unconnected elements.  Run it through 3dexploration and merge equal vertices.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline boewolf

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Either I am stupid in truespace 3.2 or I don't have anything that looks like 3dexploration or merge eqtual vertices.  Please tell me i am just blind...

  

Offline StratComm

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3dexploration is a 3rd party tool, it's what people commonly use to convert 3ds to cob more reliably than truespace can handle.  The other option is that you've got a hole in your mesh that's of your creation.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM