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Author Topic: Rotating turrets?  (Read 1780 times)

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SanjuromackOFP

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Rotating turrets?
« on: 12 Mar 2005, 13:39:38 »
I'm working on a static MG (as a kind of training project). I am using BMGArcangel's Static PK as a template. Basically my MG so far matches the PK in every way in the config (except for classnames) and in the p3d, except for leaving out nabojnicestart and -end points in the memory LOD.
The problem is that when I test it ingame, the turret rotates vertically, but not horisontally. Instead only the angle of fire rotates, while the model stays still (but only when it should be rotating horisontally... vertical movement is fine :P). I have assigned otochlaven and otocvez in all LODs.

Offline Planck

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Re:Rotating turrets?
« Reply #1 on: 12 Mar 2005, 14:59:18 »
Are your OtocHlaven and OtocVez selections composed of one vertex each?


Planck
« Last Edit: 12 Mar 2005, 15:00:05 by Planck »
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SanjuromackOFP

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Re:Rotating turrets?
« Reply #2 on: 14 Mar 2005, 00:08:56 »
Nope, they're a whole bunch of verteces, so that sections of the model move... not just one point. The otochlaven (vertical) is working fine, and the otocvez in the memory LOD works too, just not in the other LODs.

Offline Planck

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Re:Rotating turrets?
« Reply #3 on: 14 Mar 2005, 00:16:48 »
Sorry, my mistake

What I meant to say was, were your OsaHlavne and your OsaVeze selections single points.

Of course the OtocHlaven and OtocVez are the gun and turret selections, sorry for my mistake there.


Planck
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SanjuromackOFP

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Re:Rotating turrets?
« Reply #4 on: 14 Mar 2005, 00:43:40 »
My osahlavne and osaveze are 2 points each. Does that matter? In the Tripod PK model I'm using as a reference osahlavne is 2 points in the gun itself, and osaveze is 2 points in the stand (one above the other). I just copied that...

Offline Planck

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Re:Rotating turrets?
« Reply #5 on: 14 Mar 2005, 00:48:24 »
These points are one vertex each.

Intuition suggests we would use 2, but if you refer to BIS's tanks you will see only one vertex for each of those points.

I recently corrected a malfunctioning turet for someone, he had 2 points also, I reduced it to one and it works fine now.


Planck
« Last Edit: 14 Mar 2005, 00:49:30 by Planck »
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SanjuromackOFP

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Re:Rotating turrets?
« Reply #6 on: 14 Mar 2005, 00:59:14 »
Thanks. I'll give that a go and post tomorrow if I still have trouble.

While I'm here (this'll save me clogging up OFPEC with another tread), can anyone recommend a good cheap/free image program that does .tga and alpha channels? There's no way I can afford photoshop.  ;D

Offline Planck

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Re:Rotating turrets?
« Reply #7 on: 14 Mar 2005, 01:03:06 »
Try Paint Shop Pro, I think you can get a 30 day trial copy.

I don't have a link for that......try Google.


Planck
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Offline remcen

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Re:Rotating turrets?
« Reply #8 on: 14 Mar 2005, 01:37:29 »
try the gimp. for details on how to install it/alpha channels, etc. see this thread:
http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=20142
also i'm not sure if removing one vertex from the osa - selections fixes the problem.
i would look for a different source of the prob. do you have a cfgmodels section in your config for example?
« Last Edit: 14 Mar 2005, 01:39:07 by remcen »
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SanjuromackOFP

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Re:Rotating turrets?
« Reply #9 on: 14 Mar 2005, 19:05:57 »
Still no good, but thanks. I do have a CfgModels section, does there need to be something specific in it? I've included a zipped config and p3d, so you guys can see what I'm talking about (I know it's rubbish, I'm still just training myself... I wanted to get everything working before trying something ambitious).

Also thanks for the gimp  :P... more stuff to learn!

SanjuromackOFP

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Re:Rotating turrets?
« Reply #10 on: 14 Mar 2005, 19:15:32 »
Here

Offline Planck

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Re:Rotating turrets?
« Reply #11 on: 15 Mar 2005, 03:44:54 »
Ok.......try this one.

The turret turns ok now.

Study the config......I added a few bits to it....and removed some others.

I also changed the model file slightly.
Making sure that the OtocHlaven and OtocVez selections were not still joined to the rest of the model in the lods
Also slightly redefined them in the memory lod a tad.
I made the OtocHlaven and the OtocVeze single vertices.

Anyway have a look, as I said the turret moves round now.


Planck
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SanjuromackOFP

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Re:Rotating turrets?
« Reply #12 on: 15 Mar 2005, 17:26:01 »
Cheers Planck ;D

I can get back on track now. The config stuff you've added is definately worth noting. I'll make sure I include it in the final config. The reason I had the otochlaven connected to the base was so that it would look like a flexible cover over the hinges, but I guess OFP doesn't like that.

Slightly off topic: I'm planning to make a pack of remote controlled vehicles and turrets. The vehicles will be placeable on the empty side, and a command console style fixed vehicle will allow players to controll them. I'll do this with scripting: A combination of the "aquire and command" part of the CoC Unified Artillery addon, and the "MoveInDriver" command.

It'll take a while I expect :-\

Thanks for the help, now to learn gimp...