Author Topic: Truespace Turreting  (Read 1199 times)

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Offline magatsu1

  • 210
I'm building kara's cube ship as a precursor to making my supa-dupa space superiority fighter but without turrets it would be pointless. So, here's my prob. :
turret glued to main cube (as child)
local light glued to turret (as sibling) then:
"rename whole group as turret01". check.:) (trueview matches the one in the walkthrough)
then:
"rename the turret object itself to geo". huh ? didn't I just give the turret object a name ?
"rename light turret01-fp_01" how do I give a light a name ?
 
any help appreciated (as always).
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Offline StratComm

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If you select the turret subobject (not the group, but this should be possible by pressing down while the group is selected) and change the name in the object properties/transform box that you should have open at all times while working in Truespace.  Then simply change the name.  You can switch between sibling objects by pressing right or left, and move up or down the heirarchy with the up and down arrows, respectively.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline magatsu1

  • 210
ry much.
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Offline magatsu1

  • 210
Oops. That should say
"Got it. Ta very much"
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Offline Galemp

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Just as an aside, remember: the name of the objects and lights doesn't matter! It's only the name of the GROUP that's important. You can rename subobjects for convenience, but lights you can name whatever.
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Offline StratComm

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I think if you name the lights TurretXX_fpXX it creates a gun point on the turret subobject when you run it through PCS.  However, as I believe the location of the light is used for the turret's rotational origin, doing this can be both nasty and inaccurate if you are dealing with multipart turrets.  I would advise setting it up however you feel comfortable with it and convert it from there; other than LOD models and debris (and shields and thrusters where applicable) have to be named something specific, the rest only allows PCS to start putting your physical subsystems in for you.  I'd recommend learning to set up turrets using PCS or Modview instead as the procedure is easier to grasp and more universal.
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It's not much of an excuse for a website, but my stuff can be found here

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

 

Offline karajorma

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The reason I had it set up this way is cause something in the way I made turrets previously was crashing FS2. I never did figure out what was causing it but if you hit a turret where the turrets barrels met the turret base then FS2 would crash every time.

Strangely enough this continued to occur no matter how many different ways of building turrets I tried until I built them exactly like I did in the tutorial. It even occured on a different ship when I didn't follow my own tutorial closely enough.

The thing with the lights doesn't cause problems in the version of PCS I use and can actually make pofing easier since you don't have to prat about in Modelview to position your firing points correctly. Since the functionality is there I figured I might as well use it.

magatsu1 : If you didn't understand the part about renaming have you any ideas how I could word it so that it would be easier to understand?
 Would it be easier if I told you to rename the light and geo model before the gluing operations?
« Last Edit: September 15, 2003, 05:54:24 pm by 340 »
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Offline Killfrenzy

  • Slaughter-class cruiser
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Glueing tends to screw names over half the time.
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Offline magatsu1

  • 210
kara, I think your tutorials worded okay, althogh mentioning you can use the properties box to switch objects (as per StratComm's post) may help. Incedentley, I actually found it easier to use the glue options, with trueview just to check my progress.

I'm now writing the table (using the Aeolus as a guide) and should have it working soon.

is turreting the same as creating Fighter firing points ?
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Offline magatsu1

  • 210
um, ships.table error "6" mean anything to anyone ? :mad:
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