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Hardpoints and aimers? [Solved]
Posted: Wed Aug 03, 2011 5:16 am
by Bob
I finaly started making custom models, even if my XSI (7) performs random freezes...
I made a turret and wanted to know what i have to do to set up an "aimer_gun" for the moving part and also a "hp_fire". what are they exactly (polygons, nulls etc.) and where do i have to put them?
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 5:45 am
by DarthD.U.C.K.
a hardpoint is used to mark one transformation (translation and rotations). you can use anything asyou want a hardpoint, but its the easiest to use nulls - they arent displayed ingame and if you use geometryobjects you can accidentally loose the transformsinfo.
so for an aimer you place the hardpoint where you want the aimer to rotate and for firepoints where you want to shot to come from.
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 6:02 am
by Bob
did it, someone check that please...
http://www.megaupload.com/?d=D069WL5A
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 6:37 am
by DarthD.U.C.K.
i cant open it with xsi 5.11, please post a screenshot of your hirarchy together with the turretmodel.
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 6:42 am
by Bob
hirachy? where can I make XSI show ME it?
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 6:45 am
by DarthD.U.C.K.
press "8" to bring up the explorer.
did you acually follow the
tutorial about setting up turrets?
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 6:56 am
by Bob
didn't find it for some reason, but i did it like this. here are the pics:
I guess I have to change the hirachy a bit, they look different in the tut.
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 7:38 am
by DarthD.U.C.K.
exatly. you should probably rotate the cannon so that it either faces front- or backwards. im not 100% sure but if i remember right, battlefront doesnt luke turrets that arent pointing straight.
the topic i linked can be found in the "XSI FAQ/Tutorials"-thread by the way.
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 7:56 am
by Bob
DarthD.U.C.K. wrote:battlefront doesnt like turrets that arent pointing straight.
it points straight in the direction i want it to shoot. or is this problematic anyway?
next thing: I don't have a barrel (wich gets hit by the recoil), only the rotating cannon. so, where in the hirachy belong the cannon and the hp_fires then?
the cannon IS the barrel...
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 8:14 am
by DarthD.U.C.K.
you dont need to have a barrel, if you dont want one, simply leave it out. then the firepoint becomes child of the aimer.
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 8:56 am
by Bob
I exported from .scn to .xsi and watched it in 3dconverter, it shows a cube while xsi shows me the correct model... can't it read .xsi files correctly or did i something wrong?
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 9:27 am
by acryptozoo
Bob wrote:I exported from .scn to .xsi and watched it in 3dconverter, it shows a cube while xsi shows me the correct model... can't it read .xsi files correctly or did i something wrong?
did you remember to freeze all transforms?
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 9:33 am
by Bob
acryptozoo wrote:did you remember to freeze all transforms?
nope
but now it looks like it should, thanks

Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 9:47 am
by FragMe!
Things to remember with turrets, they should be set up geomerty wise in a neutral position.
Meaning center of rotation and pitch limits.
So with your model if you wanted to fire from both sides of the truck bed your center of rotation would ideally be off the back of the truck and the barrels parallel to the ground.
Also is this a prop or a vehicle? It can make a difference for amier orientation defaults.
But that is what playing and experimenting is for.
And as was mentioned if you don't want barrel recoil just omit those lines from the odf.
Re: Hardpoints and aimers?
Posted: Wed Aug 03, 2011 11:11 am
by Bob
FragMe! wrote:off the back of the truck and the barrels parallel to the ground.
Already did that after DUCK mentined it, even if it will get destroyed befor the enemy passes by...
FragMe! wrote:Also is this a prop or a vehicle?
Prop, they will be stationary defenses, PilotType = "self".
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SOLVED by the way