Weird Hardpoints Need help -1 reply

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Zube1337

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23rd April 2008

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#1 10 years ago

Ok just done porting BC sovy to Legacy Sovy. I've done the hardpoints, after three tries, the finally the fourth starts to work. The model is correctly facing like every ship, however when playing the ported BC Sovy, forward phaser is now an aft phaser, every front is back and back is front.

I reworked it and finally a fifth, strangely, it doesn't worked. I've done the hardpoints correctly but failed, nothing is missing. The six, I just make some hardpoint arrangements to the fourth version, the ship is somewhat, facing at the back and tilt upwards but the hardpoints works like what i need except the model.

Anyway could someone tell me, since this is the first, time I am doing a port for BC to Legacy, somewhat tiring thing and quite angry about it:mad:. Need a Legacy M3d importer! Anyway should it be easy? M3D is similar to SOD, what's the difference?!:0wned:

Back to the topic, I've done what it says in the manual, seems everything compiled is wrong. Anyway could someone give me a scale for the ship, quite confusing.:eek:




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#2 10 years ago

Your ship points forward based on the direction the "Root" node which all other hardpoints(and other points of other types) are attached to. It needs to be pointing directly forward to the model. Well that's my understanding anyways.

To get your points to point the proper direction you add 1 extra point after them that they are linked to and keep them the default name which I think is something like "point1" or "point32" etc. The relation of that point to "HP1" or "HP01" is the direction that hardpoint will fire in. If you don't add the extra point it will be stuck pointing in the default direction, which I believe was generally "forward"..

Ah it's me talking theory and what little I know about some minor amount of learning I did when I was playing around with some models. I have never finished hardpointing a ship, I have plenty of code based work to keep me busy that hasn't let me ever really get into model work.




Zube1337

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23rd April 2008

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#3 10 years ago

Muldrf;5251724Your ship points forward based on the direction the "Root" node which all other hardpoints(and other points of other types) are attached to. It needs to be pointing directly forward to the model. Well that's my understanding anyways.

To get your points to point the proper direction you add 1 extra point after them that they are linked to and keep them the default name which I think is something like "point1" or "point32" etc. The relation of that point to "HP1" or "HP01" is the direction that hardpoint will fire in. If you don't add the extra point it will be stuck pointing in the default direction, which I believe was generally "forward"..

Ah it's me talking theory and what little I know about some minor amount of learning I did when I was playing around with some models. I have never finished hardpointing a ship, I have plenty of code based work to keep me busy that hasn't let me ever really get into model work.

I tried it already but doesn't work. Even I rearrange and followed the hp by you sayings.




dEjavU'

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#4 10 years ago

The thing is from what I can remember TipTop telling me back in the days you need to have all your joints(h_scene_root, h_root, h_geometry, m_joints, etc.)except your h_hardpoint and it's affiliates in the cross sections where the X, Y, and Z axis meet. That's the very center of the model. That's how I fixed my starbase329 port. as for the opposite weapon hp alligningment I never figured out why that's doing that sometimes. Only the how to fix it part. :p

1.) Try importing the mesh again, then select all the groups. Go to the model tab and right below the select button there should be one called rotate. Once you click on that a rotate option should pop up somewhere below the buttons. typ 180.0 in the Y section and leave the X and the Z at zero then click on the rotate next to it. Now try adding your joint structures but do what I mentioned earlier and place those key joints in the center of the model(over-lapping each other).

2.)Another way is to have your ship as is, open up a new milkshape file of that ship, rotate all the mesh 180, and then save it under a different name(this one should not have any joints just the mesh)and close. Then(while still viewing your first work)go to the top left corner and open the drop down menu for the file tab and click on merge. A selection box should pop up, navigate and select that milkshape file you saved of the rotated mesh. Once merged, if you did it right one should be facing up and one should be facing down. The one facing down is where you want to allign your weapons to. Allign them and then when your done delete the mesh you merged that's facing down. Save and export to m3d.




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#5 10 years ago
dEjavU'

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#6 10 years ago

Damn I didn't even know there was a 1.2 version out there, thanks for the upgrade Muldrf. :beaming: