Author Topic: Don't mind me, just venting some frustration  (Read 1883 times)

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Offline Spoon

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Don't mind me, just venting some frustration
%$^RHE%$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....  :P
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: Don't mind me, just venting some frustration
Good times.

I know how you feel  . . .  :blah:

 
Re: Don't mind me, just venting some frustration
I don't know what the current turret limit is anymore.  If your using PCS1 there's a hard limit you'll hit and everything got messed up.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Water

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Re: Don't mind me, just venting some frustration
Good times.

I know how you feel  . . .  :blah:
I thought the idea of PCS2 turret auto import was to solve that issue, or does that just work for cob?

 

Offline Spoon

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Re: Don't mind me, just venting some frustration
I thought the idea of PCS2 turret auto import was to solve that issue, or does that just work for cob?
Still have to manually input fov, rotation and $subsystem.

I don't know what the current turret limit is anymore.  If your using PCS1 there's a hard limit you'll hit and everything got messed up.
26 turrets of which 19 are multi (so 26+19=45) still works. Things would still 'work' with more, the multi part turrets just wouldn't rotate anymore.

Good times.

I know how you feel  . . .  :blah:
Thankfully, i'm not alone!  :lol:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: Don't mind me, just venting some frustration
Good times.

I know how you feel  . . .  :blah:
Thankfully, i'm not alone!  :lol:

Well not on the turret issue. I have problems just trying to get a darn fighter in-game.
When I finished UV Mapping this ship of mine and throw some textures and turrets on it I'm sure I'll be in for a world of hurt.

 

Offline Water

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Re: Don't mind me, just venting some frustration
I thought the idea of PCS2 turret auto import was to solve that issue, or does that just work for cob?
Still have to manually input fov, rotation and $subsystem.
Ah, they are auto-generated to a default value for cob. Unless you want to change values the turrets are complete on import.

 
Re: Don't mind me, just venting some frustration
Just adding LODs and debris to an existing model is a pain as well. Global Import makes turrets attached to all possible (sub)objects, so you have to manually change both "physical" and "parent" on each turret for it to work properly again. And then you can start to painfully copy-paste all subobject data from the old model to the new one.

Then, during testing, you note a tiny little issue with the model (forgot to apply a modifier, subobject incorrectly centered or whatever), which can only be fixed back in your modeling program (Blender, in this case). Luckily, if you now do a global import from your previous version (the one from the paragraph above), the turret data seem to be fine. But you still gotta copy all of the subobject properties AGAIN...

  

Offline Droid803

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Re: Don't mind me, just venting some frustration
I honestly don't mind adding all that data on the first run through (it's kinda become a habit anyway), but it does put me off from re-doing it if I need to.
(´・ω・`)
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