gdata porting -1 reply

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AzBatz29

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21st August 2006

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#1 9 years ago

I have followed GData's porting tutorial to the letter. But i'm having problems with the hard pointing. Is there a more detailed tutorial as to how to hard point? his porting tutorial doesn't go very in depth and i cannot find anything else on the net to help. I have assigned all the meshes m_** and so forth, but i'm not sure what to do with such things as "borg" and "sensors" etc. do i need to assign them to a specific hard point? and if so, does it matter where the hard point goes or do i pick a random spot? Thanks in advance! Also, when it says to create a joint to be the weapon and then one for the direction it fires, do i make multiple joints if i want the weapon to fire in different directions?

Az




gdata

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#2 9 years ago

These borg and sensor joints are leftovers form Armada, they are included in the basic hp skeleton I provided with that tutorial and do not deserve further notice ;). As for the directional joints. They are attached to the hardpoint/joint that's providing the location of your weapon. You can only add one of them. If you do so you will notice that the original hardpoint is rotated. As a consequence your weapon will fire in that direction. But since it's pretty difficult to fire always in the same angle weapons can define a firing arc, that expands this angle. So let's say you have an firing arc of 360° you won't need a directional joint. But that wouldn't make much sense, since it could fire through the ship then. And I doubt you want that. Another option is to create several hardpoints at the same location and each hardpoint gets a different direction, so that you can cover different angles with the same weapon.




AzBatz29

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#3 9 years ago

Thanks for your response. Here is a screen cap with 1 hard point (at least the way i thought it should be done) is this how it's supposed to look? Another question i have is about the textures. as you can see from the screen caps, the textures seem to have a problem and i'm not sure if it's a mistake i made, or maybe just milkshape not rendering the texture properly.




gdata

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#4 9 years ago

If you attached that hardpoint located where the weapon is to hardpoints it's ok. As for the textures: I guess this is the alpha channel, try setting the material to Ignore Alpha.




AzBatz29

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#5 9 years ago

Thanks again for the response. That fixed my texture problems! After the success of the ignore alpha, i decided to remake those specific textures and saved without alpha. Another couple stupid questions, just so i'm clear, do i need to delete those extra files from your SOD, ie h_borg, h_sensors, etc. with the exception of the h_hardpoints? Do i need to create hard points both for damage and non-weapons, engines etc? Thank you for your help!

Another quick problem, when i tried to export, I had an error come up, "Could not match mesh node with mesh".




gdata

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#6 9 years ago

No, just keep them there. When talking about the Armada remnant I meant that Legacy still needs them. And yes, I recommend to create hardpoints for weapons and also hardpoints for targetting. Eg on the nacelles. So you can assign those hardpoints to the sub-systems in the odf. I think this is not part of my tutorial, though.




AzBatz29

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#7 9 years ago

Can I send you what I've done already so you can help me figure out what I've done wrong? What's happening now is at the ship select screen there is a space where my ship is supposed to be and it's label, but no model. when i click on the ship, legacy crashes.




gdata

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#8 9 years ago

Yea, send me the ship, I will take a look at it.