Author Topic: Turrets not tracking properly  (Read 5421 times)

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Offline chief1983

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Re: Turrets not tracking properly
When using a new build, or changing the table?
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Offline FUBAR-BDHR

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Re: Turrets not tracking properly
Try deleting the cache file and letting it recreate.  Might not have finished when it crashed before.
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Offline Kusanagi

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Re: Turrets not tracking properly
Try deleting the cache file and letting it recreate.  Might not have finished when it crashed before.

That did the trick! The turrets now track the way they're supposed to and look beautiful in game. Thank you so much!  :yes:
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Offline FUBAR-BDHR

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Re: Turrets not tracking properly
I'll just put tonight on your bar tab and we'll call it even.   :pimp:
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Kusanagi

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Re: Turrets not tracking properly
I'll just put tonight on your bar tab and we'll call it even.   :pimp:

I could use some myself actually.

Turns out the collada importer isn't perfect when it comes to working on hierarchies. You still have to do a fair amount of work in PCS2 to get the engine to recognize multipart turrets.
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Offline JGZinv

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Re: Turrets not tracking properly
Heh maybe if you can get this down, you can write a summary and we can stick it in the PCS2 guide 2.0.
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Re: Turrets not tracking properly
Okay, here's the thing:

The barrels should be facing UP in the model, not at an angle like you have them.  If you want to change their rest orientation, you can do that in the tables, but freespace requires them to be pointing up in order to work properly.

Yup, this is the easiest way to do that.

What I was referring to in the tutorial is when the entire turret is at an odd angle.
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Offline Kusanagi

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Re: Turrets not tracking properly
Heh maybe if you can get this down, you can write a summary and we can stick it in the PCS2 guide 2.0.

I may have to do that. When you open up the DAE file in PCS2, the turrets are there, but the turret arms are listed as the turrets and their own parents. You need to copy the information for the turret to the turret base and make sure each turret arm has its base as the parent.

Either Scooby set something up differently in his hierarchy than I did or that wasn't covered by the guide.
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Offline JGZinv

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Re: Turrets not tracking properly
Turrets are not covered in my guide as I never learned them.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 
Re: Turrets not tracking properly
Heh maybe if you can get this down, you can write a summary and we can stick it in the PCS2 guide 2.0.

I may have to do that. When you open up the DAE file in PCS2, the turrets are there, but the turret arms are listed as the turrets and their own parents. You need to copy the information for the turret to the turret base and make sure each turret arm has its base as the parent.

Either Scooby set something up differently in his hierarchy than I did or that wasn't covered by the guide.

Hmmmm..... here's how it should work (I've never had a problem with heirarchy with it)

Code: [Select]
Turret0X
     Turret0X-arm
     helper
          firepoints
               firepoint

Both HELPER and TURRET0X-ARM are siblings to TURRET0X
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline pecenipicek

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Re: Turrets not tracking properly
kusanagi, for a perfectly working example of properly tracking turrets and all, check the HGN_Dest.pof in the TAP models folder.
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Offline Kusanagi

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Re: Turrets not tracking properly
Heh maybe if you can get this down, you can write a summary and we can stick it in the PCS2 guide 2.0.

I may have to do that. When you open up the DAE file in PCS2, the turrets are there, but the turret arms are listed as the turrets and their own parents. You need to copy the information for the turret to the turret base and make sure each turret arm has its base as the parent.

Either Scooby set something up differently in his hierarchy than I did or that wasn't covered by the guide.

Hmmmm..... here's how it should work (I've never had a problem with heirarchy with it)

Code: [Select]
Turret0X
     Turret0X-arm
     helper
          firepoints
               firepoint

Both HELPER and TURRET0X-ARM are siblings to TURRET0X

When I set it up that way and import it to PCS2, the turret0X-arm is what the converter reads as the turret and gives it all the details, not the turret0X submodel. It's an easy fix.
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mutat valde Razgriz
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primum daemon scelestus est.

 
Re: Turrets not tracking properly
That's strange   :confused:


Edit:Hmmmm... could you send me a sample where it does that?  Perhaps then I'll see what's going on.

Double Edit: Oh.. just thought of this... which dae converter are you using?

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kusanagi

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Re: Turrets not tracking properly
The Collada one listed in JGZinv's fighter creation tutorial, which is the one you linked in your Max to PCS2 tutorial thread.
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Re: Turrets not tracking properly
Ohhhhh does the turret have these properties:  (in max it's right click on the object ->Object Properties->User Defined.

Code: [Select]
$special=subsystem
$fov=180
$name=turret0X

The turret arm shouldn't have any properties
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kusanagi

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Re: Turrets not tracking properly
Huh...now it works. Damn, this is confusing  :confused:

I wonder if it's possible to have a one part rotating turret.
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Re: Turrets not tracking properly
All subsystems must have at least the $special and $name tags otherwise the game will ignore them as subsystems (they will still appear on the model [this is how you get around the max polycount per system]).

I ended up writing a small max script that automatically renumbers turrets and another that gives them these property tags.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline FUBAR-BDHR

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Re: Turrets not tracking properly
$name is not required and is the same as $alt subsystem name in the tables. Both are optional.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

  

Offline pecenipicek

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Re: Turrets not tracking properly
also, do take note that some collada exporters (namely c4d's one...) export any special characters in the names of objects as underscores


(so for example $special=subystem becomes __special_subsystem...


discovered that one the hard way, much to my chagrin...
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Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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