tripod3 Posted June 14, 2023 Share Posted June 14, 2023 Hi, Are there any rules for orienting connectors for turrets and muzzles, as well as rules for the direction of rotation animation, number of frames, and so on? My turret is behaving incorrectly - looking the other way, not firing. Yes, this is the first turret I made, I would like to receive instructions or a sample (for a blender). Support tripod3 on Boosty Link to comment Share on other sites More sharing options...
razo+r Posted June 14, 2023 Share Posted June 14, 2023 (edited) The best examples are the models that are already in the game. Start the modelviewer, load a tank/vehicle of your choice and go through the arguments. Edited June 14, 2023 by razo+r 1 Link to comment Share on other sites More sharing options...
tripod3 Posted June 14, 2023 Author Share Posted June 14, 2023 14 minutes ago, razo+r said: The best examples are the models that are already in the game. Start the modelviewer, load a tank/vehicle of your choice and go through the arguments. Yes, I have already took almost all from existing models via Modelviewer, but now need just a Readme related to turrets. For example, I found an "AREA" string in code related to another's mod turrent and now just do not know what it is because my model isn't divided into any "areas" Support tripod3 on Boosty Link to comment Share on other sites More sharing options...
tripod3 Posted June 14, 2023 Author Share Posted June 14, 2023 Magic, as soon as I ask something on the forum, the problem is solved by itself. But it's more like experimenting and guessing, I think if I read the manuals, progress would be faster and easier Support tripod3 on Boosty Link to comment Share on other sites More sharing options...
razo+r Posted June 14, 2023 Share Posted June 14, 2023 Thing is, most of this, especially ground vehicles, is based on trial and error and pretty much no manual or readme exists when it comes to creating ground vehicle mods. Link to comment Share on other sites More sharing options...
remus77 Posted June 27, 2023 Share Posted June 27, 2023 On 6/14/2023 at 7:46 AM, tripod3 said: Magic, as soon as I ask something on the forum, the problem is solved by itself. But it's more like experimenting and guessing, I think if I read the manuals, progress would be faster and easier So, you didn't do anything? I'm having the same issues and fixing itself isn't exactly happening, lol. My turret is facing the wrong way in isometric view but in first person is facing the right way which is seemingly causing it to move on its own, spin around, not elevate right etc. Link to comment Share on other sites More sharing options...
tripod3 Posted June 27, 2023 Author Share Posted June 27, 2023 (edited) 24 minutes ago, remus77 said: So, you didn't do anything? I'm having the same issues and fixing itself isn't exactly happening, lol. My turret is facing the wrong way in isometric view but in first person is facing the right way which is seemingly causing it to move on its own, spin around, not elevate right etc. Hi, I tried lots of variants placing "gun_point" and "gun_center" connectors in different orientation. And finally it works fine for ship. I can only share two parameters from blender regarding these connectors and lua config of the turret. ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.phalanx ) GT.WS[ws].area = 'Hull' GT.WS[ws].center = 'GUN_CENTER' GT.WS[ws].drawArgument1 = 19 GT.WS[ws].drawArgument2 = 20 GT.WS[ws].angles[1][1] = math.rad(150); GT.WS[ws].angles[1][2] = math.rad(-150); GT.WS[ws].reference_angle_Y = math.rad(-7.5) -- should be 0.0 but my turred placed a bit wrong GT.WS[ws].LN[1].fireAnimationArgument = 119; GT.WS[ws].LN[1].BR[1].connector_name = 'GUN_POINT' Edited June 27, 2023 by tripod3 Support tripod3 on Boosty Link to comment Share on other sites More sharing options...
remus77 Posted June 27, 2023 Share Posted June 27, 2023 4 minutes ago, tripod3 said: Hi, I tried lots of variants placing "gun" and "center" connectors in different orientation. And finally it works fine for ship. I can only share two parameters from blender regarding these connectors and lua config of the turret. ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.phalanx ) GT.WS[ws].area = 'Hull' GT.WS[ws].center = 'GUN_CENTER' GT.WS[ws].drawArgument1 = 19 GT.WS[ws].drawArgument2 = 20 GT.WS[ws].angles[1][1] = math.rad(150); GT.WS[ws].angles[1][2] = math.rad(-150); GT.WS[ws].reference_angle_Y = math.rad(-7.5) -- should be 0.0 but my turred placed a bit wrong GT.WS[ws].LN[1].fireAnimationArgument = 119; GT.WS[ws].LN[1].BR[1].connector_name = 'GUN_POINT' null null What is the reference_angle_Y actually saying? By the way, I've posted on multiple things and you are the only one that's helped. Can't tell you how much I appreciate that. Link to comment Share on other sites More sharing options...
tripod3 Posted June 27, 2023 Author Share Posted June 27, 2023 null Just now, remus77 said: What is the reference_angle_Y actually saying? By the way, I've posted on multiple things and you are the only one that's helped. Can't tell you how much I appreciate that. It defines as I think initial position of the turret Support tripod3 on Boosty Link to comment Share on other sites More sharing options...
remus77 Posted June 27, 2023 Share Posted June 27, 2023 I'm using 3ds Max but I think I can glean some info that translates. I'm going to do what you said and start spinning my points and seeing what happens. My points align with other ground vehicles ive looked at on the modelviewer which is why I didnt think to swivel them, but nothing's worked as of yet. I have a reference_angle_Z on my lua as well. Here's what I have so far. local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].center = 'CENTER_TOWER'; GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-2.5), math.rad(65)}, }; GT.WS[ws].drawArgument1 = 0; GT.WS[ws].drawArgument2 = 1; GT.WS[ws].mount_before_move = true; GT.WS[ws].omegaY = math.rad(18); GT.WS[ws].omegaZ = math.rad(14); GT.WS[ws].reference_angle_Y = math.rad(0); GT.WS[ws].reference_angle_Z = math.rad(0.8); GT.WS[ws].pidY = {p=30, i=0.0, d=8, inn=2}; GT.WS[ws].pidZ = {p=30, i=0.0, d=8, inn=2}; GT.WS[ws].isoviewOffset = {0.0, -3.5, 0.0}; GT.WS[ws].stabilizer = false; GT.WS[ws].laser = true; GT.WS[ws].pointer = 'POINT_SIGHT_01'; GT.WS[ws].cockpit = {'genericHowitzer', {0.1, 0.0, 0.0 }} Link to comment Share on other sites More sharing options...
SVKSniper Posted June 27, 2023 Share Posted June 27, 2023 Guys maybe this will help you. you can find the rar file in my post Support my work Link to comment Share on other sites More sharing options...
remus77 Posted June 27, 2023 Share Posted June 27, 2023 Okay. I realized my screwup. My argument keyframes for traverse left and right were switched. I got the traverse sorted. Now my only issue is the vertical. I am using the generic howitzer site, you know, w/ the range #'s on the right and although my elevation kind of works, the #'s dont elevate to the different meter ranges on the right.. The barrel also goes up past the limits I set here: GT.WS[ws].angles = { {math.rad(20), math.rad(-20), math.rad(-2.5), math.rad(65)}, }; Any ideas? Link to comment Share on other sites More sharing options...
prccowboy Posted July 6, 2023 Share Posted July 6, 2023 On 6/27/2023 at 4:20 PM, remus77 said: Any ideas? are you animating the elevation from -100 keyframe (gun pointed straight down) to +100 keyframe (gun pointed straight up)? If you don't have the animation matching the expected angles, then it won't sync Link to comment Share on other sites More sharing options...
remus77 Posted July 7, 2023 Share Posted July 7, 2023 On 7/6/2023 at 3:52 AM, prccowboy said: are you animating the elevation from -100 keyframe (gun pointed straight down) to +100 keyframe (gun pointed straight up)? If you don't have the animation matching the expected angles, then it won't sync I did yes. Currenthill got me sorted out. It seemed I needed an aiming table that wasnt obvious from the examples I was looking at. Link to comment Share on other sites More sharing options...
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