Problem with turret [Solved]

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Calrissian97
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Projects :: ANF - ISM Skin Changer - BF1 Ports
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Problem with turret [Solved]

Post by Calrissian97 »

So I'm making a turret outside a capital ship and for some reason when I'm aiming directly ahead it's sticking almost straight up?
Screenie:
Hidden/Spoiler:
Image
Fragme's Tutorial is too vague without the images, and there aren't any other detailed tutorials on modeling turrets.
Here is how it looks in XSI:
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Image
The hierarchy:
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Image
And then here's the odf:
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[code][GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "for_ship_left_turret.msh"

[Properties]

Pilottype = "remote"
BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "0.0"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "for_ship_left_turret"
ExplosionName = "all_bldg_moncal_roundturret_exp"
DestroyedGeometryName = "all_bldg_moncal_roundturret_chunk1"

MaxHealth = "2500.0"
RespawnTime = "120"

BUILDINGSECTION = "TURRET1"

Pilottype = "remote"

TurretNodeName = "turret_body"

PitchLimits = "-180 180"
YawLimits = "-5 90"

TrackCenter = "3.0 -54.0 343.0" //x y z

PitchTurnFactor = "0.0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "all_weap_moncal_roundturret"
WeaponAmmo = "0"

MaxTurnSpeed = "90.8"
MaxPitchSpeed = "90.8"
PitchRate = "90.0"
TurnRate = "90.5"
PCMaxPitchSpeed = "90.0"
PCMaxTurnSpeed = "90.0"


TURRETSECTION = "TURRET1"

AimerNodeName = "hp_aimer"
AimerPitchLimits = "-5 75"
AimerYawLimits = "-5 75"

BarrelNodeName = "barrel_body"
BarrelRecoil = "0.5"
FirePointName = "hp_fire"

//Sound
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

FoleyFXGroup = "metal_foley"

[/code]
Any help would be greatly appreciated. :runaway:
Last edited by Calrissian97 on Fri Jan 19, 2018 11:30 pm, edited 2 times in total.
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AceMastermind
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Re: Problem with turret

Post by AceMastermind »

Calrissian97 wrote:Fragme's Tutorial is too vague without the images, and there aren't any other detailed tutorials on modeling turrets.
Not really needed since you can now import any of the shipped examples directly into XSI with ZETools and inspect or play around with them.
Your hierarchy looks ok, but I think your yaw and pitch values should be swapped.

Refer to this for setting up your turret ODF values:
viewtopic.php?p=459956#p459956
Calrissian97
Second Lance Corporal
Second Lance Corporal
Posts: 102
Joined: Sun May 07, 2017 11:31 pm
Projects :: ANF - ISM Skin Changer - BF1 Ports
Games I'm Playing :: All teh BFs
Location: Kentucky, USA

Re: Problem with turret

Post by Calrissian97 »

Thanks Ace! I couldn't fix it, so I just used aimers only like described in the tut by Darth Duck. Works great! A shame I couldn't figure out what was wrong with the turret node, but I'm going to call it solved.
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