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Old January 6th, 2013   #1
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Default With Rotating Turrets.

If anyone has got a solution for me, It would be much appreciated.

Using the Rotating turrets from EvilleJedi's Venator, I've been trying to add rotating turrets to a starbase model I imported from SOASE: Rebellion. (Check the Moddb link in my sig if you haven't done so already - A bit of shameless self promotion I know )

When the bones they get attached to are facing this way: (Z-Rotation 90 if you can't read it - to the left of screen as per the trajectory dots.)
[IMG][/IMG]

And the actual turret is facing this way: (Z-Rotation -90 if you can't read it)


That's fine for my Anti-Fighter turrets which sit on top of the starbase and rotate 360 degrees.

The problem comes when I try and have the attachment bones and the turrets set at something other than the previously mentioned rotations. I need to do this so that some turrets sitting on the underside of the four corners can rotate through 270 degrees in such a way that they don't spin around and shoot through the starbase itself - 'cause that looks silly.

The red lines are where the turrets should be facing while at rest, and the grey arc is the..........well the arc they can rotate through. (Sorry that I can't draw straight )
I hope this explains my problem sufficiently, and that someone can help.
Thanks in advance,
AUS_Doug.
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Old January 7th, 2013   #2
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Default Re: With Rotating Turrets.

It's been to long since I worked with turrets, but you can set the rotation, and elevation, in the hardpoint coding. And the rest angle.

Here is a good tutorial....
Tutorial: Multiple Moving Turrets - EAW/FoC Modding - Petroglyph Forums
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Old January 7th, 2013   #3
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Default Re: With Rotating Turrets.

Damn Google........I must have worded 'Rotating Turrets - EAW' ten different ways.......all I got was links to a site that sell guitar amps................
Anyway thanks for that,
I reckon the bit from Swgbex is what I was looking for, will test it this afternoon.
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Old January 8th, 2013   #4
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Default Re: With Rotating Turrets.

Ok, I thought I had it, but my lack of 3ds max experience is standing in my way.
After studying the turrets of EvilleJedi's venator and its Turrets in the same scene, I came to the conclusion that this *Rule* means something:

In the above picture, 'B' is the bone on the ship, and 'T' is the actual turret model. The Green and Red lines are what show up when the 'Affect Pivot Only' option is selected under the 'Hierarchy' (Though someone who uses 3ds max probably know this)

In this image;

The Turret is in the centre of the that ring of bones, and the bone where it will be attached is the selected one in the top left.
As you can see, the turret is not conforming to the *Rule* mentioned above.
Does anyone know how to make it so that it does?
Thanks in advance,
AUS_Doug
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Old January 8th, 2013   #5
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Default Re: With Rotating Turrets.

All of the above doesn't make much sense to me. no ofence.

I'll try to explain from the start

First the attachement bone. In the top view place the bone where the turret goes. Imagine yourself looking down the barrel of the turret in the fire direction. The bone should point to your left.
To check if it's right, turn on 'Affect pivot only'. The blue arrow is the rotation axis and should point up. The green arrow should point opposit the fire direction.

Next the turret. The turret doesn't have a bone, instead it uses the pivot point of the turret mesh. make sure it's in the right place. The turret is placed on the attachement bone one the ship with this point. The turret should always point to the right ( fire direction +X axis) even if the turret points left or front on the ship !!
Select the turret mesh and turn on 'Affect pivot only' and make sure the red arrow points in the fire direction and the blue arrow point up. The same goes for the barrel mesh.
Link the fire bone(s) to the barrel and link the barrel to the turret.

Code and done.

For multiple turrets make sure the turret mesh an fire bones have unique names ( you can just rename end export the same turret over and over again)


For turrets that are upside down or on a slanted surface you need only adjust the attachement bones. For upside down rotate the bone 180 degrees on the Y-axis. Turn on Affect pivot to check. Green arrow opposite the fire direction, blue arrow now points down. The trick is : it still points up relative to the surface of the hull.
The same goes for slanted surfaces. Rotate the bone so the blue arrow is perpendicular to the surface and the green arrow opposite the fire direction (NOTE: Don't rotate the pivot of the attachement bone!! you'll go insane)


I hope that helps.

Last edited by Warb_Null; January 8th, 2013 at 11:58 AM. Reason: mixed up the arrow collors, fixed now
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Old January 8th, 2013   #6
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Default Re: With Rotating Turrets.

Quote:
Originally Posted by Warb_Null View Post
All of the above doesn't make much sense to me. no ofence.
Don't worry about it; I only wrote it 12 hours ago and I've already forgotten what it means

I pretty sure what you said makes sense, I'll give it a shot and see what happens.
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Old January 8th, 2013   #7
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Default Re: With Rotating Turrets.

OMG OMG OMG!!!!!!!!!!
Don't get excited everyone but.......................
I HAVE ONE, WORKING, UPSIDE DOWN, MO****F***ING TURRET.
For you Warb and Sideous


Now to do the other three.
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Old January 17th, 2013   #8
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Default Re: With Rotating Turrets.

UPDATE: I got 'em all working, thanks again for your help guys.
I just have one more question:
<Turret_Rotate_Extent_Degrees>xxx</Turret_Rotate_Extent_Degrees>
What is that relative to, or how does the game see it?
i.e; if I have it at 180, does it go 90 degrees either way from where it is originally facing, or does it just got 180 degrees clockwise/anti-clockwise.
(If it is facing North, will it rotate from West to East worth North at the centre of its rotation, or will it rotate from North to South with East or West as its centre)
Hope it is clear what I'm asking.
Thanks in advance,
AUS_Doug.
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Old January 18th, 2013   #9
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Default Re: With Rotating Turrets.

I'm pretty sure it's relative to the rest position. when set to 180 it'll go 90 left and 90 right.
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Old January 18th, 2013   #10
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Default Re: With Rotating Turrets.

Alrighty thanks for that.
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