Fixed guns on fighters
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Not realistic! A human who fly a certain class of helicopter can move his gun at the same time of his head, so in FL that’s realistic. And do you know the NeuralNet? That is a “little” device implemented in the head, like its name implies. So the NeuralNet can help to move your weapons in all directions. And do you know the tech used by Nintendo, the Wii? Here, that’s the same thing but with the eyes or the head.
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Hey Mav,
I’ve toyed with most of the settings in HardCMP reducing the rotation values etc, I’ve also tried editing the .CMP in the UTF editor, going into all of the Hardpoints and minimised or zeroed the various values under the Revolute hardpoints with no success.
Sadly I think if Gibbon hasn’t managed it then it’s unlikely that it could be fixed in the vanilla models.
Gonna keep experimenting and see what results I get.
Freestalker.fr - very good point! I hadn’t even thought about that!
Cheers
Rik -
Actually you just reminded me about the helmets worn by gunners in certain gunships, that track head movement and swivel the turret to match, a very good point!
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rik_starkiller wrote:
Hey Mav,I’ve toyed with most of the settings in HardCMP reducing the rotation values etc, I’ve also tried editing the .CMP in the UTF editor, going into all of the Hardpoints and minimised or zeroed the various values under the Revolute hardpoints with no success.
Sadly I think if Gibbon hasn’t managed it then it’s unlikely that it could be fixed in the vanilla models.
Gonna keep experimenting and see what results I get.
Cheers
RikJust a thought, have you tried removing the existing HpConnect, and putting one on the model manually? There is no HpConnect in the drop-down list, so tick the ‘not from list’ box, untick ‘use numbering scheme’ and manually type in ‘HpConnect’ in the entry box, like so:
Make sure you have the spelling correct or the game will roll over.
Don’t forget to move it to its correct position.
No idea if this is going to work, like I said just a thought. But let me know if it works, I’m curious. -
Hey Guys,
If you want to prevent the guns from moving, you need to alter their Rev data, which is under the Cons. You can easily do this with the new UTF Editor that can be found here: http://forge.the-starport.net/projects/utfeditor/repository/changes/UTFEditor.exe
That’s what I’ve done in FW:ToW for several turrets. One turret only has been giving 10 degrees of freedom.
Let me know if you want me to go more indepth with this as I could do a tutorial quickly if needed.
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Thanks for the kind offer, Sushi. Tutorials are always interesting. Although I’m still working on other things for our mod and won’t get around to this sorta thing for a while, at some point in the future this would certainly be interesting to look into.
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Hey Sushi,
Thanks for the heads up, a quick tutorial would be useful, for and I guess others. It’s more the math that anything else
I’m guessing I need to lower the values under
HpMount
–> RotX
–> RotY
–> RoyZHpFire <xx>–> RotX
–> RotY
–> RoZIs this correct?
Cheers,
Rik</xx> -
well another route you can take for having the look and feel of a fixed gun but still use the FL targeting of revolute weapons is to mesh gun models onto the fighter itself, then use the nomad gun model (which is just Hardpoints, no actual weapon model, and no not the one that the colony fighters mount, but the actual nomad gun cmp). this way you get the ‘fixed’ gun look, but still are able to target and fire the guns correctly.
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Rik, no, that’s not correct. I’ll do up a video tutorial for you tomorrow.
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Cool thanks guys, look forward to the vid.
Cheers,
Rik -
Sorry, was a bit delayed today due to work. Tomorrow I’ll definitely have time to do the video.
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Here’s the video on how to alter the rotation of turrets. I didn’t test it, but I think it would prevent the turrets from moving.
http://www.youtube.com/watch?v=n60-xrTOjMI
Let me know how it goes.
Attached is the rev data for you to fiddle with Just import it into the .cmp like I showed in the tutorial.
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Sushi, you’re a star!
Thanks, I’ll have a bash at this tomorrow and let you know.
Cheers,
Rik -
rik_starkiller wrote:
Sadly I think if Gibbon hasn’t managed it then it’s unlikely that it could be fixed in the vanilla models.
Cheers
RikThanks for the vote of confidence rik but i know squat compared to these guys lol
Sushi, great tutorial. This should help things in the Y axis department immensely. One other thing, why haven’t i been using this version of the UTF editor before? Great features.
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Sushi, fantastic. It works, exactly what I was looking for.
Cheers,
Rik -
cata123 wrote:
What version of CMP exporter is that ?2.0
@Rik: Good. Glad to hear it.
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I’ve found that the .30 cmp exporter is a lot more buggy. Its messed up my .cmp files several times, mostly with its scaling issues.
Furthermore, at least for turrets, you just need the .rev data not the cons_fix. For normal ship models, however, I use w0dk4s and shadow assassins .cmp exporter for 3dsMax because its incredible. Creates wireframes for you, up to 6 LODs, plus fixing smoothing errors by allowing multiple smoothing groups, etc.
You can find that exporter on the starforge if you’re interested.