Author Topic: AARRGGHH! (Glueing in TS)  (Read 4810 times)

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Offline Petrarch of the VBB

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AARRGGHH! (Glueing in TS)
Can someone explain this to me again.

How the hell do I glue turrets to the hull in TS2?
No matter how many times I try, and how many different ways, it does not work.

I can glue one turret fine, but when it comes to the second one, instead of gluing it to the hull, it glues to the union of hull and turret 1. It drives me mad!

I ask becuase I am making a gunship, player flyable, with many weapons, and 100 metres long/

 
AARRGGHH! (Glueing in TS)
Name of ship
I
I
Turret01
-----Turret01
-----Turret01-fp (light)
I
I
Turret02
-----Turret02-fp
-----Turret02
I
I
etc etc

 

Offline Petrarch of the VBB

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AARRGGHH! (Glueing in TS)
That doesn't really help much. I know to use "glue as child" but do I select the turret and glue it to the hull, or the other way round?

 

Offline karajorma

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AARRGGHH! (Glueing in TS)
It's not the hierarchy he's having problems with. It's the actual gluing operations.

Seriously Petrarch shell out the five quid for a copy of PC Plus with TS3.2 on the front, you won`t look back :) Trueview makes it all easy.

However I do remember EdrickV finally figured out how to do it on this thread when I was having problems. Scroll to the bottom, it's the last post.
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Offline Grunt

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AARRGGHH! (Glueing in TS)
Here's a tutorial for you:
http://w3.enternet.hu/fscult/tsfs1.rar

I've made it for my MODing mates a while ago. :D

It always works for me, I only use TS1 though.

Glueing in TS1 is very simple:
1) NEVER use glue as child !
2) always select the hull object first (with the object tool).
3) only then select the GLUE AS SIBLING !!! tool
4) click your pre-made turret combos one by one with the glue tool. (Do not touch the Hull with the glue tool !)

Done.

Making the turret combos (prior to glueing to hull):
1) Move base and barrel objects into position
2) Move the axis of both base and barrel into same position, preferably centered within the base object. Both the base and barrel will rotate around this point.
3) Use the Normalize Rotation tool for both axes.
4) Move a light into same position (just where the object axes are)
5) Select the light with the Object Tool
6) Select GLUE AS SIBLING tool
7) Click the turret parts in this order: Barrel > Base (Do not touch light with the glue tool)

Done.

Making multi-barrel object if you want one (prior to making turret combo):
1) Move all barrel objects into position
2) DO NOT use light
3) Select first barrel object with the Object Tool.
4) Select GLUE AS SIBLING tool
5) Click barrel objects one by one (except the first one)

Done.

Never tried this with other than TS1 to be honest.:o
« Last Edit: April 07, 2003, 09:19:39 am by 207 »
Just fly on !

 
AARRGGHH! (Glueing in TS)
Quote
Originally posted by karajorma
It's not the hierarchy he's having problems with. It's the actual gluing operations.


sorry, didn't read the question properly

 

Offline Goober5000

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by karajorma
Seriously Petrarch shell out the five quid for a copy of PC Plus with TS3.2 on the front, you won`t look back :)


Or have a look at the "Here's something handy" thread - 3.2 is available for free download. :nod:

 

Offline Petrarch of the VBB

  • Koala-monkey
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AARRGGHH! (Glueing in TS)
Yes, but 56k, you know.

BTW, thanks grunt, that should be useful.

And is anyone willing to rexture this gunship if I get the model working? Be warned, it is a VERY crude model. But then, that's my motto "Simple yet crude"

 

Offline Grunt

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AARRGGHH! (Glueing in TS)
OK, just to make the glueing tips complete:

I've tried the same with TS3.2 which will probably become the standard from now.

It behaves quite differently than TS1. You will need to glue all Barrel objects and all Base objects to the Hull like separate subobjects. Don't have to make "turret combos".

So the right sequence for TS3.2 is:

1) Move all Base and Barrel objects in position
2) Move the axis of both of them into same position (centered within base, where you want the turret to rotate around)
3) Put two lights in the same position where the axes of the Barrel and Base are.
4) Create Barrel combo for each turrets (Select one light, GLUE AS SIBLING to Barrel)
5) Create Base combo for each turrets (Select other light, GLUE AS SIBLING to Base)
6) Glue all Base and Barrel combos to Hull (Select Hull with Object Tool, GLUE AS SIBLING to all Barrel and Base combos one by one)

BTW it's better to name Base combos as Turret01, Turret02, etc. and Barrel combos as Barrel01, Barrel02, etc.

Ah, and my good old TS1 tutorial became obsolete of course. :(

TS1 is super ! :yes: :D
Just fly on !

 

Offline karajorma

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AARRGGHH! (Glueing in TS)
If you`ve got TS3 you don`t need to worry much about the glue controls as Trueview will do the same for you much more quickly and easily :)

 Still it's nice to know how it's done :)
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Offline Grunt

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by karajorma
Trueview will do the same for you much more quickly and easily :)

 


OK, OK, but it's too easy. ;)
Just fly on !

 

Offline Bobboau

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AARRGGHH! (Glueing in TS)
get a better copy of TS, 3.2 is freely available, and I know of ways that you could aquire 5.1
Bobboau, bringing you products that work... in theory
learn to use PCS
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Offline Liberator

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by Petrarch of the VBB
Yes, but 56k, you know.


Yes, but even on 56k it is easily DLed.  Only 15MB IIRC.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Grunt

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by Bobboau
get a better copy of TS, 3.2 is freely available, and I know of ways that you could aquire 5.1


Models made in TS5.1 can not be converted with the existing converters. Or at least that was my experience.

Cob2FS2 was written for TS1, and PCS for TS3.x if I'm right.
Just fly on !

 

Offline karajorma

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by Grunt


Models made in TS5.1 can not be converted with the existing converters. Or at least that was my experience.

Cob2FS2 was written for TS1, and PCS for TS3.x if I'm right.


Nope. I got a ship to work in the game (eventually) and IIRC Killfrenzy also uses TS5.1
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Offline Grunt

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by karajorma


Nope. I got a ship to work in the game (eventually) and IIRC Killfrenzy also uses TS5.1

Is there any trick to do it ?
I had an error like "You should glue those subobjects together" or something like that every time. :rolleyes:
Just fly on !

  

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
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AARRGGHH! (Glueing in TS)
well, did you try glueing all thouse objects together?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline karajorma

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AARRGGHH! (Glueing in TS)
Quote
Originally posted by Grunt

Is there any trick to do it ?
I had an error like "You should glue those subobjects together" or something like that every time. :rolleyes:


Nope. I never saw that particular error once. I can`t think of any difference between what I did on TS4.0 and TS5.1
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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If no one said yes yet I'm willing to give a few hours/days playing around with textures... Is there a particular color/fleet scheme you have in mind? Or is the sky the limit? ;) I haven't learned how to do insignia's yet though :(


Umm, you said "retexture" I take it that model is already mapped so texture change can be easy (like with 3d exploration), if so
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Offline Petrarch of the VBB

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AARRGGHH! (Glueing in TS)
Well at the moment it just has the AWAC tile all over it, clearly this is inadequate. I am still making finishing touches ot the model (turrets and such). I'll try and post some shots and maybe even the pof tomorrow.

BTW, this ship rocks! It has 12 primary banks, 12 secondary banks and two forward facing Kayser turrets to take out oncoming fighters. This is neccesscary as the primaryies are too widely spaced to be able to hit fighters properly. (They are on the "wings" and the ship is 80meteres wide!;7 )

Tiara will now hate it because it has wings. Foolish girl.;)

Oh and grunt. Thanks again for that tut, it was the most useful one I've seen so far.