pzvg 0 Posted May 26, 2004 Anybody have this one? some of my models seem to have the turret's rotation axis offset to a corner of the turret. Yes I've set Osa Veze in memory, and defined otoc hlavne and otocvez in the lod's. This doesn't occur in every model I build, but the thing is, moving Osa Veze to any location, even far outside the model, has no effect on the rotation axis. Anybody know what's going on here? I'd hate to have to scrap them and start over. Share this post Link to post Share on other sites
Footmunch 0 Posted May 27, 2004 If the axis isn't being picked up by the game engine, it's a sign that the selection is wrongly named. IIRC it's osa_veze, but check the BIS models to make sure. Share this post Link to post Share on other sites
pzvg 0 Posted May 27, 2004 Thought of that, checked it 4 times, even renamed and moved them, no dice. For some reason it seems to pick a corner of the structure defined in OtocVeze as the center point, don't know why, thought it might be from building the model offecenter in O2, but others I have done don't have this issue, strange. <and very frustrating, the number of affected models has grown to 5 and I STILL can't figure out what's making it happen> ARRRGH! Share this post Link to post Share on other sites
dm 9 Posted May 28, 2004 Have you got the turret defined in the cpp? I know it sounds silly, but sometimes, even something simple like this can cause problems. Just make sure you have: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={Vehicles\gun_elevate,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-4; maxElev=+20; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "OtocHlaven"; }; class Turret: TurretBase {} In your config, and as long as the selection and memory point names are as the config, it will work. Share this post Link to post Share on other sites
pzvg 0 Posted May 28, 2004 Turret is defined is config, Here's the problem again, with visual aid ____ | | ===| | |X | ------- Ingame, turret acts like Osa vez is in location marked in lower pic. Note; looking over the ones that have the problem, they all contain non-planar faces, might that be it? Share this post Link to post Share on other sites
Scud 0 Posted May 28, 2004 Try selecting the axis points individualy and hitting [shift d] Then select the axis in named selections and check in 3d view to make sure no other points are selected. Make sure the axis is not named in any other lods. Share this post Link to post Share on other sites
Footmunch 0 Posted May 28, 2004 This is _very_ unlikely, but make sure that the points defined in the memory LOD are not shining (use the point properties dialog). This had me scratching my head for days. Are you sure the axis that is being used is not just the (0,0,0) point in O2? If it is then, again, it sounds like the axis is not being seen by the engine. Does the turretaxis name in the config _exactly_ match the 2 point selection name in the memory LOD? Does the body name in config _exactly_ match the turret selection in the resolution LODs? Also, make sure that 'osaveze' in mem LOD is _not_ included in 'otocvez' in memLOD. If you still can't get it fixed, PM the pbo to me, and I can take a look over the weekend. Share this post Link to post Share on other sites
pzvg 0 Posted May 28, 2004 I'd send it to you, but it uses other folks textures, and we know how they get. Share this post Link to post Share on other sites
pzvg 0 Posted May 31, 2004 NVM, I'm scrapping the turrets and starting over <sigh> Share this post Link to post Share on other sites
BraTTy 0 Posted June 1, 2004 I learned most of my turret stuff from looking at the Bis uh60 with the mgun out the side. I would say I mastered them,but I still didn't have a decent working turret on my planes. I think its surely in the naming ,problem with when you group something and name it ,but then rename it again,it doesn't always work right after,copy,cut and paste back often helps Some turret tips ,even tho I am very rusty: Its all in the memory lod,naming the parts in the view lods only lets you(and others) visually see the turret move Making a vertice in memory lod to represent a named part is the key The grouping is all so important Don't forget teh settings in the config.cpp,especially for what you want the gunner to view You can get fancy and make it all rotate all ways in memory lod,but yet visually you might not make it tilt up/down in your view lods Ahh I shouldn't get into those little details as it may confuse you Share this post Link to post Share on other sites