+Veltro2k Posted June 26, 2007 Posted June 26, 2007 (edited) Any Tutorials around ? Edited June 26, 2007 by Veltro2k Quote
Guest capun Posted June 26, 2007 Posted June 26, 2007 I am not sure about the tutorials but you don't need to animate them, the game engine takes care of it. But you need to be sure that the following is taken care of: - Motion Controllers set to TCB - All moving meshes Pivot set to World-Aligned - Proper Hierarchy set. I normally use the Spinner at the top with the Prop, Slow and Fast Prop discs as its children - Slow and Fast Prop mesh are normally a disc or plane with a texture applied to them In your Prop engine section of the Data ini you have the following variables (example from the A-26C) SpinnerNodeName=Spinner_L // Your spinner mesh StaticPropNodeName=Prop_L // The Prop mesh SlowPropNodeName=SlowProp01 // Prop Disc FastPropNodeName=FastProp01 SlowPropRPM=200 // You can tune the spped of the prop, slow and fast discs FastPropRPM=625 MaxPropRPM=2550 IdlePropRPM=75 A turbine uses a fake prop engine with low power to drive the "Prop" which is your turbine blades. I think I may have used that technique in the Banshee series and I think Wpnssgt uses it too. Gun Turrets are also driven by the game engine but again you have to set them up correctly - Motion Controllers set to TCB - All moving meshes Pivot set to the proper rotation point - All turrets and guns must point forward for correct gun muzzle flash alignment - Proper Hierarchy set. Normally the guns are slaved to the main turret. - You need a mesh for Yaw movement (turret) and one for pitch (guns). But in some cases you can use the same as for single guns. Here's an example from the A-26C Data ini [Fuselage] ModelNodeName=Fuselage . . SystemName[004]=TopGunner // This will drive the turret and gun movement SystemName[005]=TopGun01 // The actual guns SystemName[006]=TopGun02 . . . [TopGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=3 GunnerID=1 // GunnerID, matches actual guns SetCockpitPosition=FALSE Position= PitchModelNodeName=TurretT_Guns // This are the gun tubes with the correct pivot point set YawModelNodeName=TurretT // This is the turret mesh GunRange=2000 PitchAngleRate=65 // Gun movement variables MaxPitch=60 MinPitch=5 DefaultPitchAngle=10 YawLimited=TRUE // Turret movement variables YawAngleRate=65 MaxYaw=270 MinYaw=90 DefaultYawAngle=180 . . [TopGun01] SystemType=FLEXIBLE_GUN GunTypeName=50CAL_M2 MuzzlePosition=-0.1754,-1.1561,1.1519 TracerLoading=5 BurstAmount=25 GunnerID=1 // Tied to the turret/gun movement gunner MaxAmmo=400 [TopGun02] SystemType=FLEXIBLE_GUN GunTypeName=50CAL_M2 MuzzlePosition=0.1071,-1.1561,1.1519 TracerLoading=5 BurstAmount=25 GunnerID=1 MaxAmmo=400 Hope it helps PS. Get rid of the caps, it means shouting for us old timers :) Quote
+Veltro2k Posted June 28, 2007 Author Posted June 28, 2007 would it be possible for some Screen shots of the meshes, Prop ,Spinner etc..... ???? Quote
Guest capun Posted June 28, 2007 Posted June 28, 2007 Do you still have my email at yahoo? Contact me over there and I should be able to send you more information. Also just download one of our prop planes from here to take a look at some of the textures and how they look in-game. Quote
+Veltro2k Posted June 28, 2007 Author Posted June 28, 2007 Do you still have my email at yahoo? Contact me over there and I should be able to send you more information. Also just download one of our prop planes from here to take a look at some of the textures and how they look in-game. sent :yes: Quote
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