Little Project I'm working on. - Page 3

Little Project I'm working on.

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Nobody will help me?
:oops:
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

If you give me a wings file or a proper obj (which doesn't break in wings :P) and the texture (DDS DX3 or TGA, doesn't matter I'll convert it myself) then I'll see what I can do. Put it up on FU, UF or some other file sharing site. If I'm really nice then I'll include some documentation about what I have done so you can try to do it yourself.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

I already put a link up to where I hosted the .s3o files and the texture.............................................................. .
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Oops... I was even critisizing you for misspelling s3o...

Dude, where's my texture? And remove the guns from the inside of the wreck please, that's unecessary extra triangles.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

http://rattle.from-hell.net/spring/deciever.rar

The script would have been finished if you set the unit up right in a default stance which means:

- Guns facing forward and are in firing stance (barrel/muzzle)
Instead of moving barrels on +y for middle and -y for the bottom turret I could have moved them both on the z-axis which is less confusing.

- Bottom spindle in popup stance
Ain't no fun to figure out where to put it.

- Some exact coords to which the pieces have to be moved to
Ditto.

- Firepoints!

- Correct origins

... well someone else (or you) can improve on this. Oh well popup works, only thing you need to do is to fix some coords here and there... just take a look at it, it basically works, only some angles and move values are broken.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

hmm, didn't realise there were so many problems with the model....

I set the origins of each piece to a central pivot/rotation origin for where they would be for each section.

The shroud and barrel of each subturret, when I built this in 3dsmax were at dead center x/y so they wouldn't go crazy when the turret would rotate.

I also didn't know that the default stance you were looking for was for the unit to be completely open, with guns drawn..

As far as I knew, its default stance was closed with guns extracted inside of the unit itself.

Just noobie mistakes, I've never done this kind of thing before, I'm only a modeler/uvmapper guy, and havn't done anything more with my work than that..

Do you have a mic, I could meet you at a Teamspeak server where we can talk to sort these things out?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Eyyy.... Hm.. If he can't help you, I can probably script it up for you by bastardizing a few other scripts. It just won't be on a timely basis, but you know that by now ;)
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Mic's is broken atm (only thing which broke during relocation as it seems, the plug's ripped off) but I've been using TS2 for years.

I think I was a bit rude, sorry. Anyway it's easier to script when it's in default stance because of correct angles and axes to work with. For a first s3o it's ok, don't worry. The origins were mostly ok as well, there was a small typo and a grouping mistake IIRC. But remember to include your DDS textures.

If you got some programming experience it shouldn't be too hard to figure out what's happening there.

Anyway I think the model needs to be reimported because rotating stuff in upspring didn't solve the axis/angle stuff. Just use that stance you had in the video where all guns were out and waving around (facing forward of course). And write some values down, i.e. how much to move the bottom spindle down so the cover closes nicely.

edit: Or take a look at that script, Caydr. It's finished, just needs some fixing in the aim functions (angles) and fixed move values. Model needs to be set up again (or perhaps I've done something wrong). Oh yeah, the top turret weapon still is broken as it seems :P... but that's unrelated to the script.
Post Reply

Return to “Art & Modelling”