I wanna mod this game!

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19 years 9 months ago #12418 by Second Chance
No. In fact, you can get better detail if you split your ship up into several sections. Just keep each section around 800 polys or so. I think I cover this point in my tutorial on getting models into the game, stickied at the top of the 3D forum. It would be great to see yet another modeler in the community.

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The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
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19 years 9 months ago #12419 by BlasterMaster555
Believe it or not, once you remove all those damage models from the model, it is actually very low poly!

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19 years 9 months ago #12420 by BlasterMaster555
I have a question. I oriented the dock points for the silly phasers turrets, but they all don't seem to have proper firing arcs. Are the firing arcs related to the turret orientation, or is it an absolute. Because if that is the case that would explain 5 phasers all shooting forward on occasion. I am trying to make limited arcs of 90* on the X Y and Z, so that it's more trek-like.

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19 years 9 months ago #12421 by Second Chance
You say "dock points". Does this mean that you've tried out my idea of using turret fighters with beam weapons? If so; Woohoo, right on! I knew my solution would work best! [8D] Now we have real tracking beam weapons!

If not, then please disreguard that last outburst.

To answer your question, everything related to null positions is relative to the null. (Except missiles. Supposedly those are hard-coded to only fire forward.) However, the null positions used for normal turret setup, normal weapon setup and dockports are all different.

Just as a quick rundown:
  • Normal weapon nulls fire along their +z axis. So the +z axis must be pointed away from the mounting surface and in the direction of fire.
  • Normal turret nulls also fire along the +z axis, but are mounted using the +y axis. The +y axis must point away from the mounting surface so that the turret stands upright on the hull, and the +z axis must still point in the desired direction of fire. Generally, parallel to the mounting surface.
  • Dockport nulls actually need to have the +z axis pointing away from the mounting surface. With the +y axis acting as sort of the 12 o'clock position on the dockport face. So a dockport located on the top or bottom of a ship would usually want the +y axis pointing towards the front of the ship, whereas a dockport located on the left or right side of a ship would usually want the +y axis to point towards the top of the ship.
One problem you may be encountering is treating the dockport nulls like turret nulls. Even worse, don't forget to take the dockport orientation of the turret fighter into account also. The dockport on your ship might be right, but the one on the fighter might be off. Since I haven't looked at turret fighters much, I'm not sure at what angle they dock to a ship. So you'll have to experiment.

Now, if you're not using turret fighters, just normal turrets; be aware of the turret INI that you're using. Some of them are custom made for specific ships, and have wierd firing arcs specified.

Let me know if that helps. Or tell me what method you're using for weapons so I can give you a better explanation. I'm really glad to see you're getting everything working. I'm not surprised that getting rid of all that extra junk from the KA ships really drops the poly count. Good work.

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The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
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19 years 9 months ago #12430 by BlasterMaster555
Well, I am trying to get a 90x90x90 degree firing arc on these turrets...

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19 years 9 months ago #12431 by BlasterMaster555
Silly phasers = super ultra mega rapid fire cannon look like beam turrets.

TF phasers = turret fighter phasers.

I manually changed the firing arc to 45-90 deg. vertical on the silly phasers. Theoretically, the bottom phaser shoots down, the nacelle phasers shoot sideways, and the forward phasers shoot upwards and downwards. This is not the case. They all shoot straight forward. I have all the dock points oriented the way they should be (and docking works correctly!)

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