How to place correctly the cockpit view?
-
Hi guys, I hope you can help me.
You know why depending on computer (or even on the day) the cockpit view goes up/down/forward, etc?
I spend a lot of time placing and testing it, but when I send the files to another guys they see it from a different place.
What I do:
I create the ship (with cockpit) with MS3D, export it and blah blah. Then I remove everything but the cabin, reset groups so I don’t get conflicts, and then I move the cockpit to the place I want.I’ve noticed that, when exporting the cmp from MS3D, the “eyes” of the pilot are at 0,0,0 coordinates in Milk. So, according to that, I set my eyes at 0,0,0 and then move the cockpit until I get the view I want. Then export to cmp as cockpit and… tachann! works perfectly. But, as I said before, depending on the day or the player, this might change. How comes? What am I missing?
I’ve changed the coord. numbers while exporting to cmp with 0 result. I’ve changed the data in the “cockpit”.ini file also with 0 result.
Any suggestions?
Thanks in advance. Hash.
-
try to edit the Cons|Fix data node… honestly, dunno, experienced the same with a cockpit i have used from… rebalance or the old freeworlds… yes, there was a time i could not export models myself and therefore used foreign, never releaesed anything though.
-
Basically you need to build a camera component into your model in milkshape, just relying on 0,0,0 will always give the results you mention.
I don’t have any of my modding gear at hand to check the names, but FL will only allow 2 names to be used for cockpit cameras, which is basically just a hardpoint in milkshape.goes off for a rummage