Author Topic: New Ship (model)  (Read 13517 times)

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Offline Hawkeye

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My Second Post!!!!!!!

Well, The problems mentioned above are still happening, even after adding the turret-free-all sexp (I've added, but the turret-free-all is the default situation, so in fact this Sexp doesn´t change much)

I´ll try to fix it, but as I know nothing of modeling, I don't think to be able of fixing it.

In few words, I'm waiting for someone that fix it and tell me how to do it the.........;)

 

Offline StratComm

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The turrets on top and bottom really need something else; that non-rotation bug actually happens whenever a beam is attached to a multi-part turret.  Look at the Orion's main beam, it has the same problem.  I really need a Terran Ultra Turret weapon, something like Terran Huge Turret but bigger, blue, and more powerful.  Of course, I can't edit more than beams, so it will not come from me.

As for the side beams not functioning, it probably is a range thing.  The main beam has a target acqusiotion range of like 5000+ meters, while the BBlue has something closer to 2000.  I'm currently working on a triangulated version with Woomeister, but I'll check on those problems when that is complete.  In the mean time, try increasing the range value of BBlue and see what happens.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Hawkeye

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You´re right, the Orion doesn't aim when shooting the beam from the forward turret.

But, I 've open your archangel POF model in Modelview, and edited.

First of all, I know nothing of modeling, so what I'm about to say might be wrong, but it work (the turret actually aims the target)

I selected the turret label - gun turret, and in the turret02 option,  I 've changed the rotational submodel from turret02 to turretarm02.

Then saved the model, and ..... that's it!!!!   Now, when the turret shoots its beam (for testing, I've changed to LRBBLue in the Ships.tbl, I might leave it like that) it turns in order to aim the target!!!!!!

Is this just coincidence, or is this well done?

For the not shooting problem, thanks!!!!, It was the distance, as soon as the engaging ship gets closer, the Archangel shoots its beams!!!!

 

Offline Hawkeye

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As mentioned above, I've edited (if changing a submodel can be called an edition) the archangel in ModelView, and I've found a lot of missile turrets that has no fire point, and are asigned to the Hull, which is the meaning of that? Can they be eliminated?

 

Offline StratComm

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Oops, guess I missed that when I reconverted that last time.  Thanks for catching it.  You may do the same thing for turret03, as it is supposed to be the same.  Both should be LRBBlue, as well, and I (again) don't know why it wasn't set like that.  I'll fix it on the next release, if I ever get the geometry as stable as I want it.

I didn't put them there, you did.  If you edit it in modelview, it adds in a lot of missile turrets that shouldn't be there.  When you get it as you like it, save the model, load it into PCS, and use that to delete the extra turrets.  Every time you mess with the turrets in ModelView, those extra turret systems crop up.  It's a known bug.
« Last Edit: July 10, 2002, 10:33:17 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Anaz

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:wtf:

thats just weird...many missile turrets without firepoints that just pop up out of no where...

hehe, post 600!!
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Offline Hawkeye

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Ok!

I made the Turret change in PCS, and, as you said, there was no Missile Turret.

 

Offline Hawkeye

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I hope you don't mind if I mention something else........

In the Ships.tbl entry for the Archangel, in the $Closeup_pos says 0.0, 0.0, 0.

I believe this should be something around: 0.0, 0.0, -6500, because with that, the player HUD shows the Archangel in right way, the same happens in the TechRoom.

Hope you don't mind my critics, but I really like this model!!!.

 

Offline StratComm

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About the tables: those are beta versions only.  I hope to have a more thouroughly debuged version when the geometry is fully stabelized.

On a side note, does anyone know where I can get the newest version of COB2FS2?  PCS is contributing to the geometry problems, and my Cob2FS2 doesn't work.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline HotSnoJ

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LOVEING IT! I never thought you could do the thing you did with the hangers. One thing though, what if it went into subspace with you in the hanger? I know what would happen. you'd die because you'd keep crashing with the ship.
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Quote
Originally posted by Silver_Scythe
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quote "No brain, no pain" :wakka:
quote "Never underestimate the power of stupid people in large groups"  :nervous:
quote "The harder you try, the dumber you look" :doh:
quote "Dogs are basically good and cats are evil, so people are stupid" " I don't follow your logic" "My theory would suggest so" :bump:
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Offline Galemp

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Quote
Originally posted by hotsnoj
One thing though, what if it went into subspace with you in the hanger? I know what would happen. you'd die because you'd keep crashing with the ship.


Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.

:V: thought of that.

Oh, and can someone post an updated model with the fixed turrets?
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Offline StratComm

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As I've said, I'll have another version ready as soon as I get the geometry stabelized a bit.  Until that is fixed, I'm not messing with the pof.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

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Quote
Originally posted by GalacticEmperor


Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.

:V: thought of that.

Oh, and can someone post an updated model with the fixed turrets?


But I doubt that would stop a destroyer going into warp because YOU are in it's hanger bay :)
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Offline Galemp

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Ah. SEXP warp orders override everything. If you've ever been in front of a destoyer when it warped... you know what I mean. Ka-pow.

EDIT: Now there's an idea for a ship. A huge flat panel with subspace drives smashing through enemy fleets.
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Offline HotSnoJ

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Quote
Originally posted by GalacticEmperor


Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.

:V: thought of that.


If the capital ship was jumping into subspace then you'd be space dust. It's happend to me a few time with the Lucifer. I was just sitting there shooting tsumani bombs at it. Then while I'm doing that it starts to jump out. And since the Lucifer goes faster then the Ursa bomber (I think about 130 m/s) when jumping, I couldn't get out of the way. so I was continully 'crashing' into it the hull just went to 0% and I died.

Back to the beginning...sorta. So what you're telling me is that you can stop a mission by just staying in front of a ship that needs to jump out for you to complete it? I don't think so.
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Offline Vasudan Admiral

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Quote
Originally posted by GalacticEmperor


Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.

:V: thought of that.

Oh, and can someone post an updated model with the fixed turrets?


i think GE means the player ship. keyword: YOUR subspace drive
cap ships don't care about you. i have noticed the same thing when jumping out. i've flown through a lot of ships trying to get to the blue light *zap* *dies*
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Offline Stryke 9

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Very nice. My one prob with it is the suitcase handle. You're not carrying it anywhere; it doesn't need one.

The Ravanna looked good with pipes along the side, but that was a special case. Gratuitous external pipey things used pretty much any other way just look like crap, and ruin perfectly good models. It makes absolutely no structural sense where it is, would be a liability in battle, and on the modding level takes up polys better used elsewhere. Take OUT the suitcase handle and use those spare polies to put recesses in those docking pads or something!

 

Offline Black Wolf

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With regards to the handle thing - I had a sort of idea... If you made it a destroyable subobject, you could call it 'coolant feed lines' or something for the main beam (which is so damned big it'd need special cooling systems each time it fired). Then you say the coolant gasses need to be exposed to he void of space or they freeze everything around them, causing damage to internal parts if they're placed inside. Finally, you make a mission in FRED scripting it so that if the Coolant subsystem was destroyed, then the main beam can't fire. Voila - you have a weak point (assuming you want a weak point that is :) ).
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