Now that my exporting issue is solved, I've gotten around to working on my turrets. As you can see, the part of the turret that turns does so, but does not take the part that pitches with it. In addition, the pitching part doesn't pitch at all. I have the hierarchy set up exactly how FragMe! did in his "extended" tutorial, and I copied his ODF and option file (changing the ODF only for geometry name and commenting out the weapon lines). I'm not quite sure where I went wrong.
I also tried the different hierarchy in in the first turret tutorial and it resulted the same. The only thing I haven't tried is the merged method. I've even tried it without nulls and I got the same result (named the geometry pieces the same as what the nulls were named). This is all while cleaning as I go along to make sure the files are being updated.
Speaking of which, no one happens to have a copy of THIS tutorial do they (for the sake of comparison)?
Trouble with Trib... Turrets
Moderator: Moderators
- Frisbeetarian
- Jedi

- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Trouble with Trib... Turrets
did you freeze the transforms of everything?
- Frisbeetarian
- Jedi

- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: Trouble with Trib... Turrets
I did for the polymeshs, but not the nulls.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Trouble with Trib... Turrets
can you post a picture of how the turret is supposed to look like and the hirarchy in xsi?
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Trouble with Trib... Turrets
Those barrels should be a child of the part that yaws in your hierarchy if using the polymesh hierarchy method.Frisbeetarian wrote:As you can see, the part of the turret that turns does so, but does not take the part that pitches with it.
This could either be a hierarchy, option file or ODF problem, not sure until we can see your entire setup.Frisbeetarian wrote:In addition, the pitching part doesn't pitch at all. I have the hierarchy set up exactly how FragMe! did in his "extended" tutorial, and I copied his ODF and option file (changing the ODF only for geometry name and commenting out the weapon lines).
I use and recommend the merged method using envelope and weights over the polymesh hierarchy method because you're less likely to make mistakes when dealing with a single mesh over many.Frisbeetarian wrote:The only thing I haven't tried is the merged method.
Sadly, that tutorial was an online exclusive but it was quite good and it worked well, so unless someone happened to save that page from the web then no one has it. I do however have a turret scene in XSI that was based on that tutorial though.Frisbeetarian wrote:Speaking of which, no one happens to have a copy of THIS tutorial do they (for the sake of comparison)?
I've always found the best examples of how to recreate anything that Pandemic did was to look at their work in U3D and convert it back to an XSI scene if I had to.
If you want to see an export-ready XSI scene of a particular turret from the assets then I could get you the scene, just let me know which turret you want.
- Frisbeetarian
- Jedi

- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: Trouble with Trib... Turrets
I did it both that way (the first turret tutorial) and where the aimer_x is a child of aimer_y (the extended tutorial). I also did it using no nulls, just polymeshes, as per I saw in U3D based off of a Hoth turret.AceMastermind wrote:Those barrels should be a child of the part that yaws in your hierarchy if using the polymesh hierarchy method.
Like I said, I copied FragMe!'s from the tutorial with only these changes to the ODF:AceMastermind wrote:This could either be a hierarchy, option file or ODF problem, not sure until we can see your entire setup.
Code: Select all
GeometryName = "test.msh"
GeometryName = "test"
//WeaponName = "tur_weap_recoilless_rifle"
//WeaponAmmo = "0"
Hidden/Spoiler:
