Turret rotation/recoil help

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elfie
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Turret rotation/recoil help

Post by elfie »

Hey guys,
Unfortunatley, I've run into another problem, this one with turrets. I made a turret model in XSI and set up the parts using the unmerged method found in FragMe's tutorial. Here is a screenshot of the tree with all the components in the XSI explorer window:
Hidden/Spoiler:
Image
So I exported the model through Meshex, threw it in a turret odf refrencing the correct nulls and firepoints, but the turret barrel doesn't have recoil ingame like I refrenced it to in the odf. The barrel also doesn't move along the aimer points I set up. Does anyone have an idea of what the problem might be? Btw, here is the turret odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "germanartillery1.msh"

[Properties]

BUILDINGSECTION = "BODY"

RespawnTime = "999999.9"

MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "germanartillery1"
DestroyedGeometryName = "antiaircraft_chunk1"

TargetableCollision = "hp_pilot"

MaxHealth = "3000.0"


BUILDINGSECTION = "TURRET1"

ForceMode = 1

TurretNodeName = "aimer_y"

PitchLimits = "-30 35"
YawLimits = "-65 65"

PitchTurnFactor = "0.0"
//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "tur_weap_recoilless"
WeaponAmmo = "0"




MaxTurnSpeed = "3.5"
MaxPitchSpeed = "3.8"
PitchRate = "1.0"
TurnRate = "1.5"
PCMaxPitchSpeed = "3.0"
PCMaxTurnSpeed = "3.0"
EyePointOffset = "1.0 4.2 -8.3"
TrackCenter = "0.0 8.0 5.0"
TrackOffset = "-0.9 -3.4 7.5"

TURRETSECTION = "TURRET1"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-35 40"
AimerYawLimits = "0 0"

BarrelNodeName = "barrel2"
BarrelRecoil = "0.75"
FirePointName = "hp_fire1"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "aimer_x"

////// Chunks //////////

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "antiaircraft_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "antiaircraft_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "antiaircraft_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "9.0"
ChunkBounciness = 0.3
ChunkStickiness = 0.45

ExplosionCritical = "tur_bldg_recoilless_lg_exp"
ExplosionDestruct = "tur_bldg_recoilless_lg_exp"
Thanks in advance! :D Everyone here has been super helpful and I really appreciate it.
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Frisbeetarian
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Re: Turret rotation/recoil help

Post by Frisbeetarian »

I'm assuming it's similar to this:
http://www.gametoast.com/forums/viewtop ... 36&t=19729

I wasn't able to solve it, and while I got a bit more help through PMs, I assumed no one could help when they stopped responding to my PMs.
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Re: Turret rotation/recoil help

Post by FragMe! »

@elfie, I am not sure if it will work properly using mshex to do the export as if I am not mistaken mshex really only likes 1 mesh for export and if it needs to be 1 mesh then it would have to be enveloped and mshex doesn't do that either.

@fris hmm I must have been on mental vacation when you posted that. One question was your turret lined up along the Z axis with the barrel pointing left and at center position for up and down?
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elfie
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Re: Turret rotation/recoil help

Post by elfie »

FragMe! wrote:@elfie, I am not sure if it will work properly using mshex to do the export as if I am not mistaken mshex really only likes 1 mesh for export and if it needs to be 1 mesh then it would have to be enveloped and mshex doesn't do that either.

@fris hmm I must have been on mental vacation when you posted that. One question was your turret lined up along the Z axis with the barrel pointing left and at center position for up and down?
So would I need to send the model to someone with the full version of XSI to export it then?

Also, fris, I saw in your topic that you mentioned making aimer_x a child of aimer_y or the other way around. Should I do that, as I recall the tutorial saying that they weren't linked that way.
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Re: Turret rotation/recoil help

Post by FragMe! »

aimer_y s normally the rotate aimer and aimer_x in the up and down movement but x has to be under y or it won't rotate with y and to go one step further barrel has to be a child of x so the barrel recoil lines up where ever it is pointing in both the x and y axis
You could still try mshex to export it to see if it does or doesn't do it. If not then most likely have too send it to someone with the full version.
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