Problem: Custom weapon in-game don't show…
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Davis wrote:
Custom ships usually have lods like:
LODranges = 0, 999999, 999999, 999999, 999999I don’t know if the re-imported orig items mean “custom” or not, but you can give it a try.
This is completely wrong when the custom ship has only one LOD mesh.
And the values should not be the same either. They are distance switching points (from the player’s viewpoint) from one LOD mesh to the next LOD mesh.
So when there is only 1 LOD mesh then LODranges = 0, (max visible distance)
For example:
LODranges = 0, 9999
Means the model will be visible with the first mesh until 9,999 metres and if it is 10,000 metres or more away from the player then it will not be drawn. If it is an NPC ship then it will be “destroyed”, meaning deleted, by the game engine.
If you do make a large model with 5 LOD meshes then you can use this format and put in your own distances:
LODranges = 0, 1999, 4999, 9999, 19999, 29999
This means the model’s LOD0 mesh will be used from 0 to 1,999 metres, LOD1 from 2,000 to 4,999; LOD2 from 5,000 to 9,999; LOD3 from 10,000 to 19,999; LOD4 from 20,000 to 29,999 and then the model will not be drawn (or will be deleted) after this.
Only large ships (and bases, planets etc) will be seen at over 10,000 metres so there is no point in telling the engine to keep on drawing small ships (or weapons) over 10,000 metres, it eats processing power when the ship(s) will never be seen, especially in zones where there are large numers of NPC ships.
But anyway, now you understand what LODranges does, play with your own values to see the effects, and make your own decisions for each model.
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@ST:
I know what LOD stands for and what these values are and how can set them but ok, I forgot to delete the rest of the LOD’s values I admit, you were correct it has only one LOD mesh. (but it won’t hurt).
And it’s just a test to check if his turret appears properly or not.You should upload at least the cmp of your turret to have a look, you will get answer much sooner I guess.
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Davis wrote:
You should upload at least the cmp of your turret to have a look, you will get answer much sooner I guess.Yup, would be best. I’m doing weapons at the moment, I can take a look. pretty sure some of the other guys will also give you a definitive answer
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Here is the custom turret:
Please take good care of it… hehe! :lol:
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I want the turret to show up when I am on dock/land…
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I want the turret to fire in every directions… 360 vertically and horizontally…
I only assign the Angle Max and Min to 360 and -360 respectively; and the Weapon Axis Y to 1, X & Z are zero from HardCMP… -
By the way the HpFire01 is attached to ROOT and not to l_autocannon_barrel_lod1…
So what is the problem? Please help…
Fix the numbers 1, 2 & 3…
Thank you…
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wasabitoy wrote:
- I want the turret to show up when I am on dock/land…
Re-exported to milkshape, model separated to base and turret components. Was single group before
- I want the turret to fire in every directions… 360 vertically and horizontally…
I only assign the Angle Max and Min to 360 and -360 respectively; and the Weapon Axis Y to 1, X & Z are zero from HardCMP…
hardpoints and rotation set to 360, make sure you set the same on your ship model
- By the way the HpFire01 is attached to ROOT and not to l_autocannon_barrel_lod1…
now attached to the turret_lod
Tested in space and in dock, shows up fine. You might want to adjust the HpConnect hardpoint, wasn’t sure where it was supposed to mount
So, you have to export it properly from milkshape, set the item to “weapon” and assign the groups accordingly
Nice weapon, (quite a few triangles in there tho), reminds me of the Laser gun from Serious Sam
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That was exactly what I searched for the quad photon blast turrets of my morgenstern CGB, could I modify it and add it to my mod please?
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Davis wrote:
@ST:I know what LOD stands for and what these values are and how can set them but ok, I forgot to delete the rest of the LOD’s values I admit, you were correct it has only one LOD mesh. (but it won’t hurt).
And it’s just a test to check if his turret appears properly or not.It’s just when others who don’t know read stuff like this they can’t tell if it’s true or false.
So it’s best to correct it.
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@ Thaddeus
Thanks… it works fine now…
The turrets show when I am dock/land.
I can fire the turret up and down…
Lastly, the attached to: is change from ROOT to turret_lod1… Is it okay if you use that turret_lod1 rather than l_autocannon_lod1???
Thanks again for your kind help…
Appreciate it…
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wasabitoy wrote:
Lastly, the attached to: is change from ROOT to turret_lod1… Is it okay if you use that turret_lod1 rather than l_autocannon_lod1???I was working on some Rheinland weapons at the time and just used their part names, base/turret/barrel, but you can name the parts anything you want afaik, I change the .3db parts and the .vms files to individual names using utf-xml, stops any duplicate crc issues
Thanks again for your kind help…
Appreciate it…
no probs