Republic Artillery Gun

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ForceMaster
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Republic Artillery Gun

Post by ForceMaster »

ImageImage

this is my model, it is only a "prop", as I can turn it into a vehicle (turret)
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Re: Republic Artillerygun

Post by wazmol »

Looks nice. Should really be in the showcase thread, but hey! Good Model
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Re: Republic Artillerygun

Post by PhantoM »

OOOOOOoooooooo nice.
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Re: Republic Artillerygun

Post by ForceMaster »

Thanks guys! but can someone tell me how to convert this model into a vehicle? in the file. MSH included several hardpoints "hp_active", "hp_fire", "hp_smoke" ..... But that was not done to make the top from sliding backwards when shot, that is, do not be like animations ... help!
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Re: Republic Artillerygun

Post by DarthD.U.C.K. »

you can make aturret out of it, then you can define the barrel and the recoil will be simulated automatically

for the hardpoints: call them however you want, you just have to reference the correct names in the odf
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Re: Republic Artillerygun

Post by Pyroblade »

Wow, this is brilliant!
I wonder if this could be put into the crystophosis map for Battlefront zero, ey, Wazmol?
Anyhow, this is seriously great work as far as modeling is concerned!
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Re: Republic Artillerygun

Post by wazmol »

We are already making one, however this one is very nice indeed.

Crazy_Ewok is in charge of Christophosis anyway but im sure he will be fine with hes own model.

Again nice model!
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Re: Republic Artillerygun

Post by fai222 »

Nice model!
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Re: Republic Artillerygun

Post by ForceMaster »

Thanks again boys! the "barrel" and the "recoil" is a object o a null? for example:
I can use this into ODF?:

BarrelNodeName = "hp_active"
RecoilNodeName = "hp_active1"

I do not know if these have to be inside or outside of the model. someone can explain?
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Re: Republic Artillerygun

Post by DarthD.U.C.K. »

here is a pic of the hirarchy of a turret:

EDIT: my printscreen key doesnt work here is a link to a helpfull thread instead
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Re: Republic Artillerygun

Post by ForceMaster »

Ok, you know that it is a map of crhipthosis, is what I am trying to do.
Became my role model in a vehicle, but when I drag the mouse to point in view of 3rd person is seen as this:

ImageImage

ImageImage

and first-person is this:

ImageImage

the "hardpoints" role but not how to keep the top (the gun) moves along with the look.

I have reviewed some odf'sy I see that appears as follows:
BarrelNodeName = "barrel1"
BarrelRecoil = "0.5"

What is this? What does it do?
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Re: Republic Artillerygun

Post by DarthD.U.C.K. »

this simulates the recoil (makes the spaceturrets barrels move when shooting) its very cool, because it works without any animation
try to place the barrelnodehardpoint (barrel1) near to the barrels end (where it touches the turrets body) and see what happens
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Re: Republic Artillerygun

Post by ForceMaster »

Ok, try it but still can not get the gun from moving forward and backward.

I have several questions ...

1) I have a "hp_fire" posted on this site and varius others hardpoints (see the image), if the top moves back also will do the "hp_fire"?
ImageImage

2)I just want to move this part, so that it functions as a turret
I need to make animations?
ImageImage

3)What is this?
TurretNodeName = "aimer_head"

... I saw him in a odf of a turret.

note: whether achievement do a good job I will upload it to filefront so that you can download it if you like.
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Re: Republic Artillerygun

Post by DarthD.U.C.K. »

you dont have to animate anything if you want to
1) if you want an object to move with another object, make it child of that object (if you would move your dummyroot, every object under it moves with it, same for scaling etc.

2) and 3) i think the moving turrethead should be enveloped to the aimer_head hardpoint (if you want to know how to envelope things, look into the "making takeoff anim for vehicles" or "getting your playermodel ingame" tutorials
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Re: Republic Artillerygun

Post by Revan_Malak »

[(A terrific idea, the gun is incredible)Just wanted to point that out :wink: ]
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Re: Republic Artillerygun

Post by ForceMaster »

then I'm going better than before
check this out:

ImageImage

I have to envelope my whole model or just the top? already as envelope, I learned some tutorials :D
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Re: Republic Artillerygun

Post by Revan_Malak »

ForceMaster wrote:then I'm going better than before
check this out:

ImageImage

I have to envelope my whole model or just the top? already as envelope, I learned some tutorials :D
Wow!That looks almost perfect :bowdown:

Wonderful job, I hope we see it in a map :thumbs:
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Re: Republic Artillery Gun

Post by ForceMaster »

thanks boy! I hope to finish it soon.

ok, I reviewed some forums and found something about the hierarchy but not as organized. speaks of "aimer_y" (that is the body or a null?), "aimer_x" (the turret or a null?) but I do not understand. check to see that my hierarchy think.
Hidden/Spoiler:
Image

EDIT
What are doing wrong? :runaway:
This is my ODF for more information.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "rep_bldg_artillerygun.msh"

[Properties]

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "0.0"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "rep_bldg_artillerygun"
ExplosionName = "rep_bldg_artillerygun_exp"
DestroyedGeometryName = "rep_bldg_artillerygun_destroyed"

MaxHealth = "10000.0"
RespawnTime = "120"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"
PitchLimits = "-15 40"
YawLimits = "-2 2"
ForceMode = 1

PitchTurnFactor = "0.0"

TURRETSECTION = "TURRET1"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-180 180"
AimerYawLimits = "0 0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"

WeaponName = "rep_weap_artillerygun"
WeaponAmmo = "0"

MaxTurnSpeed = "45.8"
MaxPitchSpeed = "45.8"
PitchRate = "45.0"
TurnRate = "45.5"
PCMaxPitchSpeed = "45.0"
PCMaxTurnSpeed = "45.0"
EyePointOffset = "0.0 6.2 -8.3"
TrackCenter = "0.0 8.0 5.0"
TrackOffset = "0.0 -3.0 10.0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.6"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.6"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

PilotPosition = "hp_main_gunner"
PilotAnimation = "drive"

DamageStartPercent = 10.0
DamageStopPercent = 100.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_active"

DamageStartPercent = 20.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_active1"

DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_active2"

DamageStartPercent = 45.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_active3"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_smoke"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_smoke1"

DamageStartPercent = 60.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_smoke2"

DamageStartPercent = 90.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_smoke3"

FoleyFXGroup = "metal_foley"
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Re: Republic Artillery Gun

Post by DarthD.U.C.K. »

you dont have an aimer_X nor y in your hirarchy (they are nulls as far as i know)

try to give it these sections:

Code: Select all

TurretNodeName          = "aimer_head"

PitchLimits             = "-15 40"
YawLimits           	= "-180 180"

Code: Select all

TURRETSECTION       = "TURRET1"

AimerNodeName           = "aimer_barrel"
AimerPitchLimits         = "-15 40"
AimerYawLimits           = "0 0"


BarrelNodeName          = "barrel"
BarrelRecoil            = "0.5"
FirePointName           = "hp_fire1"
make a hardpoint called: aimer_barrel where the barrel touches the body
then make another one called barrel in the half of the barrel
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Re: Republic Artillery Gun

Post by fai222 »

ForceMaster, you must post a video when you get that artillery to work.
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