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Republic Artillery Gun
Posted: Fri Oct 24, 2008 1:19 pm
by ForceMaster

this is my model, it is only a "prop", as I can turn it into a vehicle (turret)
Re: Republic Artillerygun
Posted: Fri Oct 24, 2008 4:17 pm
by wazmol
Looks nice. Should really be in the showcase thread, but hey! Good Model
Re: Republic Artillerygun
Posted: Fri Oct 24, 2008 7:26 pm
by PhantoM
OOOOOOoooooooo nice.
Re: Republic Artillerygun
Posted: Fri Oct 24, 2008 8:32 pm
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!
Re: Republic Artillerygun
Posted: Sat Oct 25, 2008 4:44 am
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
Re: Republic Artillerygun
Posted: Sat Oct 25, 2008 7:22 am
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!
Re: Republic Artillerygun
Posted: Sat Oct 25, 2008 9:43 am
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!
Re: Republic Artillerygun
Posted: Sat Oct 25, 2008 10:32 am
by fai222
Nice model!
Re: Republic Artillerygun
Posted: Sun Oct 26, 2008 11:16 am
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?
Re: Republic Artillerygun
Posted: Sun Oct 26, 2008 2:57 pm
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
Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 11:13 am
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:


and first-person is this:

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?
Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 3:15 pm
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
Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 3:43 pm
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"?

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

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.
Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 3:50 pm
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
Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 3:55 pm
by Revan_Malak
[(A terrific idea, the gun is incredible)Just wanted to point that out

]
Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 4:00 pm
by ForceMaster
then I'm going better than before
check this out:

I have to envelope my whole model or just the top? already as envelope, I learned some tutorials

Re: Republic Artillerygun
Posted: Wed Oct 29, 2008 4:58 pm
by Revan_Malak
ForceMaster wrote:then I'm going better than before
check this out:

I have to envelope my whole model or just the top? already as envelope, I learned some tutorials

Wow!That looks almost perfect
Wonderful job, I hope we see it in a map

Re: Republic Artillery Gun
Posted: Fri Oct 31, 2008 12:06 pm
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.
EDIT
What are doing wrong?
This is my ODF for more information.
Re: Republic Artillery Gun
Posted: Sat Nov 01, 2008 5:35 am
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
Re: Republic Artillery Gun
Posted: Sun Nov 02, 2008 9:00 am
by fai222
ForceMaster, you must post a video when you get that artillery to work.