Author Topic: turret subobject hierarchies  (Read 1898 times)

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Offline morris13

  • New Marshal in town...
  • 27
turret subobject hierarchies
I'm almost done converting my cruiser, but i'm having some trouble gluing the multi-part turrets together, I keep getting ghost subobjects because the lights aren't glued together right. I was trying to find some instructions I found in a forum search, but they don't seem to be correct.
I have three multibarrel turrets, and If someone could let me know
a: what am I supposed to name them
b: how the light is glued (sibling/child?)
c: how the barrel/light is glued to the body, and the resulting combination to the hull.
I've tried various variations on this and all of them have failed. I would be very appreciative if someone could give me a step by step on this so I can figure out what i'm doing wrong. =)
If it aint broke, break it!

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
turret subobject hierarchies
the light is glued to the barrel, name the combo "barrel" or "arm" or something, glue arm (light and object) to the base and name the hole mess turret01 (or wich ever number it is) and then glue turret01 to the main hull.

all guleing is by sibling I beleve but I always use the KFE (Key Frame Editor), available on TS4 and I think 3.


so to recap

Code: [Select]

hull {abstract grupe}
| |
| main hull geometry
|
Turret01 {abstract grupe}
   |  |
   |  |
   |  base geometry
   |
   Barrel {abstract grupe}
     |  |
     |  light
     |
    barrel geometry


------------------
Bobboau, bringing you products that work.............. in theory
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
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Offline morris13

  • New Marshal in town...
  • 27
turret subobject hierarchies
hrm... glueing everything as sibling doesn't seem to be working, and unfortunately I only have TS1 so I can't use trueview. =(
If it aint broke, break it!

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
turret subobject hierarchies
Morris, email me...  
Freelance Modeler | Amateur Artist

 

Offline Stryke 9

  • Village Person
    Reset count: 4
  • 211
turret subobject hierarchies
Dwarrr?

I think this topic finally killed any interest I had in modding my own stuff...

-----------------

Is that a Sathanas in your pocket or do you just have wierd, mile-long genitals?

 

Offline morris13

  • New Marshal in town...
  • 27
turret subobject hierarchies
*bump* anyone? I'm sure that this question has a really simple answer, I just don't know what it is =P
If it aint broke, break it!

  

Offline aldo_14

  • Gunnery Control
  • 213
turret subobject hierarchies
(All gluing as sibling - I've had problems with child)

(same as Bob' wrote really...)

- Glue light to barrel - name combo turret01-arm (names' not so important here)
- glue the turret-arm combo to the base (you don't need to glue any more lights)
- name this combo turret01 (etc)
- glue the turret01 combo to the hull.

Not that you click on the object you want to glue it to - then the object to be glued... this may cause some naming probs

Gluing as child gives the 'ghost' objects... also with thruster objects I've found that if you glue all the thruster-light combos together (as sibling), then glue them to the hull, it causes errors and also leads to a ghost object.... this may impact upon turrets in some way too

Fianlly, be careful that none of the objects in the scene have the same name - I think this can cause problems, or at least severe annoyance in editing the pof.

This also applies to the objects which have lights glued to them - even if the combos have different names, make sure the physical sub-objects also have differning names or the defualt '0' - I believe this gave me problems with a model previously.