Setting up a flyer

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.

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Fiodis
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Setting up a flyer

Post by Fiodis »

Ok. It's time for my most complex model so far. A submarine.

You see, I'm making an underwater sequel to my old Tientia: Naval Engagement. I've got the thing roughly modelled out. Still no skin, but I'll worry about that at the end.

Here's the deal: I don't know what nulls I need, how many of each, or where to put them. The list:
  • Dummyroot - I suppose this one is required.
  • Main Pilot's position - do I need one?
  • I have five turrets on it, so....
  • Five copies of a node called "Gunner_turret_node1". Where do I place these? Do they control both pitch and yaw (pointing the turret up and down)? The "How to make a turret" tutorial, using the seperate parts method, calls for two nodes. Should I only use one node per turret? Or two? Or more?
  • Five nodes for Turret Gunner positions - Neccesary?
  • Damage nodes - For where damage effects are seen once it's damaged.
  • Critical Hit node - Is there a node for critical hit spots? Or do I do something else?
Are those all alright? Am I missing a node? Do I have an unnecesary node?


Do you need a picture to see what I'm talking about? Am I just confusing you?
Caleb1117
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Re: Setting up a flyer

Post by Caleb1117 »

Fiodis wrote:Ok. It's time for my most complex model so far. A submarine.

You see, I'm making an underwater sequel to my old Tientia: Naval Engagement. I've got the thing roughly modelled out. Still no skin, but I'll worry about that at the end.

Here's the deal: I don't know what nulls I need, how many of each, or where to put them. The list:
  • Dummyroot - I suppose this one is required.
  • Main Pilot's position - do I need one?
  • I have five turrets on it, so....
  • Five copies of a node called "Gunner_turret_node1". Where do I place these? Do they control both pitch and yaw (pointing the turret up and down)? The "How to make a turret" tutorial, using the seperate parts method, calls for two nodes. Should I only use one node per turret? Or two? Or more?
  • Five nodes for Turret Gunner positions - Neccesary?
  • Damage nodes - For where damage effects are seen once it's damaged.
  • Critical Hit node - Is there a node for critical hit spots? Or do I do something else?
Are those all alright? Am I missing a node? Do I have an unnecesary node?


Do you need a picture to see what I'm talking about? Am I just confusing you?
Yes, you need a dummy root.
Yes, you would call it hp_pilot, or really, whatever you want since you call it in the ODF.
Turrets require their own Hierarchy, I've never done that, so I'll let FragMe or someone explain that.
Gunner positions are needed, name whatever, you could make it so the gunner is not visible though.
hp_damage, or whatever for flame and smoke fx as it takes damage.
I believe that a critical hit point can be set up, with a null or bone, with the proper ODF line.

Plus you might want a few hp_contrail's this adds the little white lines that show on fighter wingtips when they boost. Same as everything else, just a null. There is also the hp_fx's for the exhaust effect.
Unless you flyer is REALLY big, I don't see much of a point adding a critical hit point.

I advise you change the view of the null to "arrow" so you can see which direction it faces, which is very important with things like this.
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Maveritchell
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Re: Setting up a flyer

Post by Maveritchell »

Caleb1117 wrote:I believe that a critical hit point can be set up, with a null or bone, with the proper ODF line.
Critical hit locations are set up as geometry, not as nulls. They're referenced in the .odf similar to the way collision geometry can be referenced.
Caleb1117
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Re: Setting up a flyer

Post by Caleb1117 »

Maveritchell wrote:
Caleb1117 wrote:I believe that a critical hit point can be set up, with a null or bone, with the proper ODF line.
Critical hit locations are set up as geometry, not as nulls. They're referenced in the .odf similar to the way collision geometry can be referenced.
Ah, that would make more sense, more effective as well.
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Fiodis
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Re: Setting up a flyer

Post by Fiodis »

Except for the turrets, and putting everything under the dummyroot, is there any other special hierarchy I need to set up, putting the gunner positions under the pilot for instance?
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