Jump to content

Recommended Posts

Posted

Hello.

I use the MuesToolBox (it is great) BUT if I want to remove a "main" part but NOT the "under parts". Is that possible?

F.eks

Node Name............................ Material ID


-HULL                                                     0             <--------------- Want to remove this part

      -Panel                                               1            <--------------- But not this part  

            -EnignePanel                             2

Anybody knows??

 

Cheers.

Tommy.

Posted

with cockpits, one could re-add the moved items, back where they came from. But that was in SF1. In SF2, it might not work.

 

BTW, just looking at the heirarchy, you wouldn't be trying to do the 'remove bits' to a ground object, would you?. AFAIK, that dosen't work (at least not when I've tried it)

Posted (edited)

I made a cockpit mod where I had the same issue, wanted to move a mesh which happened to have sub-mesh which should stay in place.

The solution was simple, I moved the mesh in question down(in the specific case) and then counter-moved the sub-mesh parts back up to the original position!

For ground objects, one way to "hide" (depending on the model/lod anchor points) a part is to use the missile launcher function (with a fixed, non moving default elevation/rotation)

to turn the mesh in question out of sight .... and then counter-elevate/rotate the sub-mesh with a 2nd launcher .... results may vary!!

Edited by Crusader
Posted

I don't understand how you moved the meshes up and down, Crusader. Could you explain exactly how you did that? Sorry for my lack of knowledge, but that's how I learn.

Posted

No problem...

This entry moves Tube01 mesh 1 meter down (Z-axis)

[Move_Sight2_Z]
Type=AIRSPEED_INDICATOR
NodeName=Tube01
MovementType=POSITION_Z
Set[01].Position=-1.0
Set[01].Value=0.0
Set[02].Position=-1.0
Set[02].Value=1.0

 

HUD mesh which is a child of Tube01 is counter-moved 1 meter up to put it back in the original place

The mesh has a different orientation/axis, thats why Y-axis is used to move it

[Move_Sight3_Z]
Type=AIRSPEED_INDICATOR
NodeName=HUD
MovementType=POSITION_Y
Set[01].Position=1.0
Set[01].Value=0.0
Set[02].Position=1.0
Set[02].Value=1.0

 

Example is from a cockpit mod of the TMF F-5A cockpit to give it the Canadian CF-5A instrument layout (as close as possible)

  • Like 3
  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..