Author Topic: Gunship  (Read 6417 times)

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MastaRyan

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Hey. I'm working on an assualt gunship (mini-cruiser) in Truespace, but so far I've only made s rotating gattling gun, and I haven't textured it yet. What do you think? (I intend to work on it some more.)






Although you can't see it, there's a rotating part at the end.

 

Offline Snail

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Not much to say at the moment.

 

MastaRyan

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I know. I'm still working on it.

 

Offline LordMelvin

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That's... erm... nice.  :wtf:
Error: ls.rnd.sig.txt not found

 

MastaRyan

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That's... erm... nice.  :wtf:

Of course it sucks right now. I just started on it an hour ago.

 

Offline Snail

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Do a lot more work before you show things off. Posting this early into development tends to get rather overcritical reactions.

  

MastaRyan

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Yeah, your right. I'll work on it a LOT more next time.

 

Offline Dragon

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I like the design, but I have an advice to you.
Instead of doing it like that, leave an empty slot for the gun on the model and make the gun a separate POF model.
It will allow you to make your gun rotate only when it's fired, as well as to make more different guns fitting the same slot, so when you change your gatling gun to, say, a plasma cannon, it will be reflected on model. You can also do a similar thing for secondaries.
This feature is not widely used, but when it is, it looks awesome. Check Federal Fighter Pack for examples.

 

MastaRyan

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Can you explain more about making the gun a seperate POF model? I don't quite understand. also, will the firepoint rotate when the gun rotates?

 

Offline Dragon

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The first thing that you need to do, is to make a POF model with one firing point placed at the end of the barrel you want it to shot from (ussualy bottom or top) and physical model center at the point in which the gun will be attached to firepoint. The model itself needs two subobjects. The first will be the "frame" of a gun, which will not move. The second one must be a child of the first one and will be a rotating part of a gun. You will have to add "$Gun_rotation" (no quotes) to subobject proporties field in PCS2. The second subobject will rotate around it's own central axis. The firepoint will not move, the gun will always fire from it, regardless of the barrel being under it, or not.

That was making a model, now how to make it work.
First, the firepoint on the main model must be in a place in which you want the cannon to be, the physical center of a gun model will be at the firing point.
You will then have to make the weapon and assign a gun model to it.
Making weapon is easy, adding a rotating model is done by adding those lines:
Code: [Select]
$External Model File: Gatling.pof
$Submodel Rotation Speed: 52.36
$Submodel Rotation Acceleration: 50
If you don't want the gun to rotate, only the first line is needed, as it defines the weapon's external model.
The second one is speed at which your gun will rotate. To make sure it won't be firing when the barrel is not under the firing point or skip barrels, you may use this handy formula, made by Nuke for his gatling guns:
Code: [Select]
Gun rotation speed = ((1/firewait)/number of barrels)*pi The third line defines acceleration, I'm not too sure how exactly does it works, but it affects the "warmup time" of a gatling gun. The higher the value, the faster the warmup. If you set it to a value close to rotation speed, it will produce about one second warmup, which is ussualy fine.

That's pretty much everything you need to know about adding an external model to a gatling gun.

 

MastaRyan

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Thanks. My model was already kind of set up like that, (so the gun doesn't rotate the ship along with it.) but I have to finish making the ship before I can turn it into a POF.

 

Offline Bobboau

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well, that sure is 5 cubes and 5 cylinders...
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MastaRyan

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Actually, theres a sixth cylinder that you can't see because it's inside the end of the barrel. It's meant to rotate so the barrel doesn't rotate the ship along with it. And as for there being five cubes, the biggest cube is actually made up of many smaller cubes. (The white part is the rotating cylinder.)


 

Offline Spoon

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Quote
Actually, theres a sixth cylinder
Urutorahappī!!

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Offline LordMelvin

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There Are Five Cylinders!
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Offline Angelus

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What's so funny about the number of cylinders?

 
 

Offline Dragon

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Just the internet culture in action.
Don't worry about it.

 

MastaRyan

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Yeah, I've seen it before.

 

Offline Snail

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Any more and the thread gets closed.