Author Topic: Turret bounding box  (Read 4112 times)

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Offline Vasudan Admiral

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Which app was used to build the model? I ask cos I've never once encountered this sort of issue on any model built in blender, but very often from models originating from other apps, even if they go through blender prior to conversion.
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Offline Enioch

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Oh ho!

but very often from models originating from other apps, even if they go through blender prior to conversion.

Got our culprit right there, mesa thinks. Model was built in Max 7, but I switched to Blender halfway through, because I like Blender more.  :p

Exported it via .3ds I think (don't really remember, because I did it ages ago).

BUT!

Only detail-0 was created in Max. Turrets were all Blender.

I re-exported the mesh, and the bounding boxes seem right, now. But I haven't tested the model in game yet.

@VasAdm: how did you solve the issue?
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Offline chief1983

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Max _weapons_ per turret is 3 I think, I believe that's where the confusion came from.  You can have 3 banks of weapons, across 10 firepoints, per turret.  But in FotG we should only need one weapon per turret, so even our octuple turrets should be able to fire 8 blasts of death :)
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Offline Wanderer

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You can have up to 3 banks of primaries and up to 4 banks of secondaries in a turret. You can also have up to 10 firingpoints in a turret.
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Offline Aardwolf

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You can have up to 3 banks of primaries and up to 4 banks of secondaries in a turret. You can also have up to 10 firingpoints in a turret.

So it's like a turret-mounted fighter with unlimited ammo!

 

Offline FUBAR-BDHR

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No you only get 10 fire points total.  On primaries and secondaries you can have more. 
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Offline Trivial Psychic

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You can have up to 3 banks of primaries and up to 4 banks of secondaries in a turret. You can also have up to 10 firingpoints in a turret.
Uh. problem... there are only 3 turret slots per class (primary/secondaries), per turret in FRED.  How would you assign the 4th slot?
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Offline Vasudan Admiral

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I don't really know what techniques specifically stamp out that bounding box shift behaviour, but this is what has worked on a wide variety of bugs:

1) Extensive use of the 'select non manifold' function to iron out geometric impossibilities. Kill off double verts, holes in edges, unintentional floating polys and other weirdness. When it's clean, the only edges that should get selected with that tool are the edges of small floating greebles. Ie, if you then pressed ctrl+L to select everything physically linked to the current selection, only those small greebles should get selected. NOT the main hull.

2) Select all geometry objects and press Ctrl + A and apply scale and rotation to object data for everything. This is cos it's easy to forget which individual subobjects may have changed rotation or scale since the last time it was done, so it's an important clean-up step prior to any conversion.

3) For each object, enter edit mode, select all and recalculate normals to be on the outside (Ctrl + N). This is probably the biggest cleaner-upperer, but without step 1 having been done chances are it won't be that helpful.

4) For each subobject excluding the rotating ones that already have specifically positioned centres, use the 'Centre New' buttons in the edit tab to ensure the subobject centres are where they should be.

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Offline Enioch

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Thanks VA.

Steps 2, 3 and 4 I'd done before first export. I'd been removing double verts and other nasty stuff regularly, but I don't remember if I did it exactly prior to conversion. Did it now, though. Still haven't tested the model in-game (not much free time) but the turrets' bounding boxes in PCS2 seem right.
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So don't take a hammer to your computer. ;-)