%$^RHE%$W&AG$W%Y^
Changed some turrets, removed the ones I didn't liked. Changed it with some new multi part ones.
Exported, open the .pof in pcs2. "Hey, that's odd. The new turrets show up under the subobject section but not under the turret section... Guess i'll manually edit them in". Filled in all the info in the paths, adjusted the thrusters, filled in the info for 27 turrets.
Test in game..... new turrets are shooting but ain't moving.
*sigh*
Spending an hour to look for the possible cause. Changing turret numbers, changing table stuff.
No luck.
Great.
Search the HLP forum for a possible cause then. Did I hit a turret limit I did not know about? Engine limitation wiki page tells me nothing. Some old thread then? 40 is the limit? Erh... I don't think I hit that number yet... or did I?
Great...
Removed two multipart turrets in pcs2. Killed some childeren. hurrah...
Nope, now the turrets are all over the place on the model.
Ugh..
Fine, i'll start again then, back into the max6mobile! Already spend so much time on this, better get this right.
Removed 2 turrets, renumbered the remaining turrets.
Export... *Deep sigh* filling in the info by hand again *30 minutes later*
It finally works! Hurrah!
Seriously, isn't there some better, easier method for adding in the turret information in pcs2? Manually selecting 26 turret entries (some multi turret) and telling them they are a subsystem and that they have to rotate on the Z axis over and over again becomes a bit... tiresome...
I mean, it's fine if you just have to do it once. But when you have to change/edit/fix something because of previously unknown limits in the engine and have to redo the whole progress again, it's just... ugh...
Just had to get this off my chest, I wanted to spend the evening getting some actual mod work done....
