Author Topic: Multi part turrets  (Read 4438 times)

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Offline TopAce

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I got problems with making multi part turrets, I had read several tuts, but they didn't help.

The method as I make MPTs:

Base geometry, making its axis, moving the axis to the bottom of the base, making a light into the centre of the base geo, naming the group as 'turret01a', the base geo as 'turret01a' and the light as 'H_turret01a'

Making one barrel  geometrically, making irs axis, moving it to the bottom of the barrel, placing light in the center of the barrel geo, glueing them together and I name them as 'turret01-arm' the barrel geo is 'turret01-arm', too. The light is 'H_turret01-arm'

I glue the barrel group into the base group.

PCS. The turret itself has the axis of Y, and the barrel has the axis of X. The 'turret' window has 'turret01a' paired with 'turret01-arm', fire points and normals set fine

Despite all of these, my turret doesn't rotate, it can only fire, please help me, if you can.
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Offline karajorma

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I knew there was something I was forgetting to update! I`ll update my turreting tutorial and get it to work properly and then post a link here.  (the current version works perfectly until you hit them and FS2 crashes) :)

As for what you`re doing I can't see anything wrong with it to be honest. You might want to try missing the light off the turret base but appart from that it's fairly similar to what I do now.
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Offline KARMA

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maybe something related to fov?

  

Offline karajorma

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I was under the impression that fov had nothing to do with how much the turret would rotate (or how far the barrel would move for that matter) just simply how much of the surrounding space the turret would actually fire at.

Anyway the turretting tutorial is now fixed and should now provide you with turrets that don`t crash the game. You can find it here
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Offline Petrarch of the VBB

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I found grunt's tutorial to be vrey useful, I'll try to find a link.

Here you are
« Last Edit: April 16, 2003, 01:53:47 pm by 536 »

 

Offline Grunt

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Quote
Originally posted by Petrarch of the VBB
I found grunt's tutorial to be vrey useful, I'll try to find a link.

Here you are


Yep ! That surely works for TS1. If you are using TS3.2 though, I suggest that you should follow karajorma's tutor.

Anyway, we have already discussed this in the following thread:

http://www.hard-light.net/forums/index.php/topic,14380.0.html

(and in several others during the last 4 years. :D)
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Offline Petrarch of the VBB

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Works for TS 2, as well.

 

Offline karajorma

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Even I found grunt's tutorial useful when writing mine :)

I think mine is somewhat clearer though and it covers what to do in PCS and modelview though.

My advice would be read both and try which ever you find easier to follow.
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Offline Petrarch of the VBB

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I'll try yours, see what it tastes like. Electricity, probably.

EDIT: That is one sweet tutorial! Litterally!
« Last Edit: April 17, 2003, 02:46:07 pm by 536 »

 

Offline Grunt

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So to sum it all up, you are facing two EXCELLENT tutorials here anyway. :D

Btw:
karajorma, if you've figured out what was causing the crashes, you should point it out in the tutor, to warn ppl what to avoid.
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Offline karajorma

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Quote
Originally posted by Grunt
karajorma, if you've figured out what was causing the crashes, you should point it out in the tutor, to warn ppl what to avoid.


I never did figure out what was causing the problem. There doesn`t seem to be much of a difference between what I was doing then and what I do now.
 The really odd thing was that the problem turrets seemed to work perfectly until you banged into them.
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Offline TopAce

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I used both Grunt and Karajorma's tuts, but they didn't help at all. I send you my attempt of making these turrets. Can anybody check what the problem is? This zip contains the cob and the pof.
I have been playing with moving lights, changing rotating axis for weeks, but none of them helped.

http://www.nexus.hu/harace//Multiturret.zip

Somehow I could make multi turrets operational in this pof:
That was long before I started making the model above

http://www.nexus.hu/harace//Sentry.pof
« Last Edit: April 29, 2003, 11:48:19 am by 1079 »
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Offline karajorma

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Quote
Hiba! (Error 404)

A KERESETT FILE VAGY KÖNYVTÁR NEM TALÁLHATÓ SZERVERÜNKÖN!
THE REQUESTED FILE OR DIRECTORY WAS NOT FOUND ON THIS SERVER!


A keresett oldal vagy nem létezik, vagy rossz címet adtál meg. Ellenôrizd és próbáld újra, vagy próbálj meg megkeresni a NEXUS oldalain:  


When I try to download the one that doesn`t work I get that message. The sentry did download. The multiparts aren`t too well made though. When they rotate they'll probably rotate straight out of the base and hang in mid air. You should move them ever so slightly into the base.
« Last Edit: April 23, 2003, 04:46:10 pm by 340 »
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Offline Grunt

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You have to start the filename in the URL with capital letter !
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Offline karajorma

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Okay.

1) Your firing point is on the wrong end of the barrel! :) It should be at the top of it not the bottom.

I`ll take a longer look at the ship tonight and try to determine the cause of the problem cause I don`t think that the firing point is it.
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Offline karajorma

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Solved it. Rename the turret base to Turret01 NOT Turret01a. I did it using modelview

Your turret will immediately start to work.

Unfortunately there are another small problem. The normal on the turret is completely wrong. You have -1,-1,-1. It should be 0,1,0. If you move the firing point that problem should go away though.
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Offline TrashMan

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How many multi-part turrets can FS2_Open support on a single capship?
I have one with 18, so I wanna know if I have to remove a few...
+ about 75 standard turrets

EDIT: Another question:
Can anyone give me an example of how the particle spew and corkscrew effect work' What lines do I need and where do I put them?
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Offline TopAce

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Quote
Originally posted by Grunt
You have to start the filename in the URL with capital letter !


Apparently it is fixed.
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Offline TopAce

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Quote
Originally posted by karajorma
Solved it. Rename the turret base to Turret01 NOT Turret01a. I did it using modelview

Your turret will immediately start to work.

Unfortunately there are another small problem. The normal on the turret is completely wrong. You have -1,-1,-1. It should be 0,1,0. If you move the firing point that problem should go away though.


I tried the way like this for the very first time, but it didn't help. How can you rename sg with modelview? I rename using TS3
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Offline StratComm

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Use PCS to change the name of the turret, then fix up the firing point in Modelview.
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Last edited by StratComm on 08-23-2027 at 08:34 PM