Battlezone Universe

Battlezone Universe => Battlezone 2 => Topic started by: AHadley on April 07, 2009, 02:29:06 PM

Title: Hardpoints and Turrets
Post by: AHadley on April 07, 2009, 02:29:06 PM
I'm trying to make a Hadean Megagun based on the ISDF Artillery from SRV. The problem is that the Hadean MegaGun model doesn't have a Mortar hardpoint or a turret. How can I add these using freeware programs that are fairly easy to use?

EDIT: This should probably be in Maps and Mods.
Title: Re: Hardpoints and Turrets
Post by: Red Spot on April 07, 2009, 03:04:55 PM
Been I while since I played around with BZ2's models, but I think this might come of use:
http://www.bzscrap.com/downloads/Utilities/bz2me.exe
Title: Re: Hardpoints and Turrets
Post by: Nielk1 on April 07, 2009, 03:07:10 PM
IIRC that has an XSI. If the thing has an HP, find it in notepad and rename it. If it does not, you can do the following to ensure a stable model.

Add the HP in ThreeD (BZ2ME) and then save under a new name. Compare the before and after XSIs in notepad and put the HP in the before xsi. This helps mitigate ThreeD destruction of xsi files.
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 07, 2009, 03:50:32 PM
I'm afraid the MegaGun model has a .msh. I take it this is the time to call on OM1 for a conversion?
Title: Re: Hardpoints and Turrets
Post by: Nielk1 on April 07, 2009, 04:33:41 PM
Quote from: AHadley on April 07, 2009, 03:50:32 PM
I'm afraid the MegaGun model has a .msh. I take it this is the time to call on OM1 for a conversion?

You sure? How did Starfleet and XMod use an edited version then?
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 07, 2009, 05:08:50 PM
ThreeD recognises them, but it opens them as a blank window, which I assume means .msh. I could be wrong, let me check again.
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 07, 2009, 05:46:53 PM
OK, I think I've managed that, but its the turrets I'm worried about. I'll give them a try without asking you guys, but I'm not so sure, lol
Title: Re: Hardpoints and Turrets
Post by: Steeveeo on April 08, 2009, 12:06:35 AM
Keep in mind that, as you can see if you watch any artillery, they always fire the first shot way off of the target, and I have still not found the fix for that, but I can pull in that first shot just a little bit.

A couple fixes/workarounds/cover-ups can be like this:

- Work it with DLL if its SP (MP if you want to learn C++).
- Tweak everything in the craft classes until the variation is almost nil.
- Call that first blast in the distance a "Test shot." Would work best in SP: *BOOM* "What was that?!" "A Hadean Megagun sir, they're closing in on us, get out of there!"), but would still work in MP.
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 08, 2009, 12:42:53 PM
I think the last suggestion was best... an on-planet megagun likely wouldn't fire with the same accuracy as an off-planet one, as they can't actually see their target, and would have to extrapolate from the radar.

It seems the new megagun really slows the game when I try to place it to the point that I have to restart. I'll have another go, but I might end up calling back with an AV.
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 08, 2009, 01:47:11 PM
I've discovered the problem!

When I save the .xsi, having added the hardpoint, it only saves the first frame on the list. Am I doing something wrong?
Title: Re: Hardpoints and Turrets
Post by: mrtwosheds on April 08, 2009, 02:00:27 PM
Yes.
The first frame must not have a texture.
copy the frame part, paste it above itself and rename it.

like this

Frame frm-dummy {

   FrameTransformMatrix {
      1,0,0,0,
      0,1,0,0,
      0,0,1,0,
      0,0,0,1;;
   }


   Frame frm-main_body {

      FrameTransformMatrix {
         1,0,0,0,
         0,1,0,0,
         0,0,1,0,
         0,0,0,1;;
      }

      Mesh main_body {
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 08, 2009, 02:07:50 PM
That is really confusing. Any fix that uses ThreeD?
Title: Re: Hardpoints and Turrets
Post by: mrtwosheds on April 08, 2009, 02:14:57 PM
THreed is the problem!
It is always worth examining your .xsi in notepad before attempting to load it in bz2, broken xsi tend to crash the editor.
There are a few other situations where Threed will break your xsi for you, buildings also often need to be saved with a dummy frame, which you can safely remove in notepad before loading into bz2.
Any xsi with an animation tends to get broken too, because threed like to optimise them and sticks their bits together in a way that does not work.
Just copy the animation part in notepad before saving with threed, then paste it back after saving.

For any model just paste this bit in

Frame frm-dummy {

   FrameTransformMatrix {
      1,0,0,0,
      0,1,0,0,
      0,0,1,0,
      0,0,0,1;;
   }





past it in after
SI_Ambience {
   0.000000; 0.000000; 0.000000;;
}
above the first geometry frame of the model.
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 08, 2009, 04:17:42 PM
OK, I've done that... but there's no base plate any more and only one of the textures shows up :?
Title: Re: Hardpoints and Turrets
Post by: mrtwosheds on April 08, 2009, 06:12:23 PM
Buildings need to be saved with a dummy frame in threed, which you can safely remove in notepad after saving with threed and before loading into bz2. The dummy frame is Just to stop threed breaking it...

delete this bit in notepad.

Frame frm-dummy {

   FrameTransformMatrix {
      1,0,0,0,
      0,1,0,0,
      0,0,1,0,
      0,0,0,1;;
   }


Threed is not a modelling program, its a copy and paste tool, its useful for adding stuff like hp's, changing the model hierarchy, and altering materials. I use it to assemble models components created in other programs.

Tip, avoid pasting materials, sometimes this causes threed to abruptly terminate.
Title: Re: Hardpoints and Turrets
Post by: AHadley on April 09, 2009, 08:59:04 AM
Yeah, I kind of missed the bit where you said to remove the dummy frame. Let's see if it works now.