Fixed guns on fighters
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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.
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Here, I have the compiled versions attached to the post.
Has both x86 and x64 for 3ds Max 2010 2011
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This is from a post of mine on TLR in Warzog’s Privateer mod thread. From '05, I think. I was trying and eventually succeeded in making non-revolute guns. There was concern as to the utility, and NPC’s were likely to have issues firing, so it was not used.
“…I did it by changing the ‘min’ and ‘max’ of the ‘hp_connect’ rotating Hp in the gun’s .cmp file to 0 {EDIT Actually, as long as your orientation is correct for all hp’s in the .cmp file, you can use ‘Fixed’ hardpoints so its easier./EDIT}, turning the ‘force_gun_ori = false’ to ‘= true’, and then making the turn rate = 0…”
At the time, I used HardCMP for this, but the new UTF editor works nicely :). The edit (from the old thread) was because if you want completely stationary guns on a ship, [d]you can just edit the ship’s hardpoints to be fixed rather than revolute, and then the[/d] (edit2: I just rediscovered that for forward firing guns, you don’t even have to edit the models! Try it It’s really easy if you want stationary guns) ‘force_gun_ori = true’ and ‘turn_rate = 0’ keep it pointed in one direction.
The ‘force_gun_ori’ and ‘Turn Rate’ are from the munition and Gun sections of the Weapons.ini file. (edit3: force_gun_ori makes the munition only fire the way the weapon is pointing, turn rate is how fast the gun can turn. Changing the 1st makes guns that only fire where they’re pointing, and changing the 2nd makes guns that turn slower, faster or not at all. Last edit I promise)
One benefit/side effect is that the gun fires (forward) even when pointed away from the camera, such as in turret view.
Just another option
(edit1: The cockpit targeting reticle would be useful, and is the only thing that I could think of to show your center of fire. The targeting reticles in front of other craft should still be accurate, to my way of thinking. Perhaps I’m missing something.)