Author Topic: Eye Points  (Read 1450 times)

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Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Okay....I solved my gun point problem...after the fact...as usual....

Now I'm trying to fix the eye points. I move the eye point on the test ship to where its behind and above the ship, so I should be viewing part of the bow of the ship along with a turret that will be in lower half of the screen. Ive set a new eye point, and tested it using a new player profile, since THAT was they key to making my cruiser's forward main guns work, but the new eye point seems to not work.

Any thoughts?
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
If you made the eyepoint in Modelview it will not save. Get the coords in modelview and edit the model in PCS and it should work.
Freelance Modeler | Amateur Artist

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
You won't see your ship unless you add the "show ship" flag.  Even if the eyepoint is external to the model in such a way that you should see your ship from it, it still won't show.
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

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Okay. That worked. The lower half of my view is of the 2 forward dorsal turrets.  I'll keep up testing though. Once I'm done testing on this Aeolus, I'm going to fix it where the vessel has a direct-fire broadside. (You will need to use external camera to see the target however...if it will work this way).

Curious...is there a way to control when a turret fires? I mean where AI will track the target, but YOU control weapons fire.

"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
I'll go ahead and warn you that "show ship" doesn't work well for capships.  You'll figure out why sooner or later, but I will tell you to be sure and test it with something in front of you.
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

  

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
So far it seems to work.
During my tests though, I noticed that in mssion 3 THE ROMANS BLUNDER, which I've been using to test, since it involves enemy capital ships, the enemy cruisers will fire on my wingmates with their main beam cannons, but not me. I mean come on....I want the schmucks to shoot me too. I'll see how it works by making the LRed, which I have made the main guns of the enemy Leviathan, but if I do this, they'll fire on anything.  I'd like to keep them as anti-capital only.
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.