Author Topic: Turret problems  (Read 1385 times)

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I'm having considerable difficulties trying to rig turrets in 3ds Max. Wiki provides lots of helpful info but I seem to be doing something wrong because either 1) I get about a dozen primary banks but no turret banks. or 2) I get nothing at all on my turrets. ModelView sees that I do have turrets but no firing points on them, what can I do to alleviate this problem? I having problems with both multipart and button turrets.
I have created a masterpiece.

 

Offline Darius

  • 211
Do you use ModelView or PCS to add turret firing points? I think all that needs to be done is having the turrets as submodels.

 
Using 3ds to add those points will be MUCH faster. The turrets are already submodels.
I have created a masterpiece.

 
I don't know much about modelling, but I believe the firing points cannot be added in the 3d Editor. You use a POF editor to do that.
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
   99% of what you need to know about turrets.

   The missing piece of info is if you make a multi-part turret, you have to have it's barrels pointed straight UP or DOWN, the game will later move them normally...

Here is the linky: http://homepage.ntlworld.com/karajorma/FAQ/shipmods.html

Hope that helps. Getting your axis right is the MOST critical thing IMHO about turrets.

After all that you use Modelview to edit the firing points as PCS can be, er, cumbersome.  ;)

l8tr!
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I already knew that the turrets had to point like that. Wasn't the 3ds exporter able to create turret firing points? This is simply my problem:

THere must be a parenting error otherwise the many firing points I gave the turrets would have been added.
I have created a masterpiece.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Sorry guy, I never used 3dsmax. I can barely use TS as it is.   :nervous:



"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
ModelViewer would work well for a ship with relatively low number of firepoints but then it gets long and frustrating when there is alot of points. I'll live with this one particular ship.
I have created a masterpiece.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
You'll need to add a firing point on each turret...... no easy way around it. AFAIK, the WIP exporter plugin doesnt do it yet.
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