How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
Hello everybody.
I have forgotten how i make a rotating cannon on a tank .
Can someone of you help me ?
I hope all of you have understood my question.
So pls help me.
Thank you in advance.
Dunno if that's possible on this game engine, considering that usually when you turn the mouse, the whole vehicle turns in this engine.
The easiest way is just to make the main cannon controlled by a gunner, and primary position of the vehicle is a driver.
Yes, but first must I know how i get the cannon ready.
All the other thread's don't help me.
I think it has to do with nodes, because i found in the odf of the cis tank this:
( This is the Main gun of the AAT)
Have this two nodes a significance for my cannon?
And how must i place it in xsi, so that it will work in sw-bf 2 ?
hmmm... I think that I am on the right way.
I don't know a whole lot about modeling, but as for it being impossible, look at the AT-ST's head. It can turn on its own. However, the body does eventually catch up with the head, so... I know that partial turns are possible (no idea how ), but I don't think a completely independent turret (controlled by the driver) is conceivable/possible.
I honestly have no real idea, but I theorize, that if one placed a null, at the point where the wanted the turret to turn at, and made it the child of the turret? Or maybe the other way around...
They could then define the null in the ODF
TurretNodeName = "Gun_Body" <-- Here to exsample and...
PitchLimits = "-40.0 20.0"
YawLimits = "-180.0 180.0"
And since if the null was a parent to the turret, it should control it, and ... I don't know, just a theory.
That is correct, a null at the pivot point for turning the turret with the actual turret model a child of the null
So tree in XSI explorer would look something like this
dummyroot
mainmodelbits
gun_body (this is the null)
turret
barrel_body (this is another null to tilt the barrel up and down goes at the start of the barrel where it meet the turret)
barrel
hp_fire (this is another null that goes at the business end of the barrel)
The barrel_body null can also be used for recoil. Of couse since it will move all the collisions for the turret and barrel need to collison primitives and they would have to go at the same location in the tree as thier respective parts.
And as I mentioned earlier you will also have to make a .option file or the msh or the turret won't move.
Ok thx for the help all, but now I have another problem.
The problem is that I must know how I make the control for the cannon and the tank.
The cannon must let move with the mouse and the tank with the buttons W,A,S and D
I have tried many ways to make it real, but I am failed.
So can someone help me with my problem?
At the best I post the Script of my Tank.
//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 6"
TiltValue = "7.0"
Redline wrote:Ok thx for the help all, but now I have another problem.
The problem is that I must know how I make the control for the cannon and the tank.
The cannon must let move with the mouse and the tank with the buttons W,A,S and D
I have tried many ways to make it real, but I am failed.
So can someone help me with my problem?
At the best I post the Script of my Tank.
//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 6"
TiltValue = "7.0"
Yes, but the problem is the control of sw bf 2.
How can I change the control so that I can move the turret with the mouse.
And how can I change the control of the tank, so that it can move with the buttons A:( Left), D:( right) ,W:(forward) and S:(backward)?
In FragMe!'s post above, did you create the turret setup like he pointed out? What did you name each of the nulls and objects?
Yes and here are some names of my nulls and turrets:
First: NULL: gun_body ->Object: turret
Second:NULL: gun ->Object:barrel
PS:
My first sucess was that I could move the main turret with a gunner, but not with the pilot.
I am confused.