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Opening Docking Bay Doors?

The general place to discuss MOD''ing Freelancer!

Post Wed Jul 23, 2003 1:44 am

Opening Docking Bay Doors?

i made a krusari battleship how would i open docking bay doors when jettisoning cargo?

Edited by - RonHD on 23-07-2003 02:45:09

Post Wed Jul 23, 2003 2:30 am

Dunno if you can do that at all... Never heard of being able to make moving parts on a pilotable ship...unless someone has figured out how to make custon weap models and you can define the doors as two turrets

And God said,
E=mC²
And there was light.

Post Wed Jul 23, 2003 2:44 am

Custom weapon models are 99% cracked. Once i work out what the hell is going on with the textures they will be 100%. Bay doors etc. can be correctly defined in the .cmp as moveable parts, although i havnt actually done it between ships with multiple components and custom weapons all the groundwork has been done.

However the Kusari battleship already has bad doors defined in its .cmp and they are hooked up correctly to all the components. There is a line in a ships entry in shiparch.ini which usually says

bay_door_anim = Sc_open baydoor


This line isnt present in the kusari battleships entry in shiparch, probably because it wasnt supposed to be flown so it would never have been needed. I'm guessing if you add the following line to the battleships entry that the bay doors will open correctly -

bay_door_anim = Sc_open dock A


Ships usually have another animation called Sc_end anim which also refers to the bay doors, no doubt not having this will stop it working but i will leave it up to you to sort this out Good luck.

Post Wed Jul 23, 2003 3:11 am

Please show us how to make baydoors as moveable parts.

http://www.geocities.com/buckaroobanzai17/

Post Wed Jul 23, 2003 3:22 am

Interesting, will need to use it if I buy a rhienland Battleship nesxt time I play FL:TNG in SP.


BTW, does Trent's default outfit make him look like Starbuck from Battlestar Galatica to you?

Edited by - CptSavage on 23-07-2003 04:23:06

Post Wed Jul 23, 2003 3:30 am

check the .cmp and see if it has baydoors in it first off, then ull know if it needs them

Mess With the Best Die lIke the Rest

Post Wed Jul 23, 2003 3:35 am

Most of the information for making bay doors moveable parts is contained in this tutorial. Certainly step 1 and a modified version of step 2. There is more information on the Rev node here which is the node you need to work on for baydoors instead of the Fix node which is the node covered in that tutorial.

I am working on a util which will take all the manual editing out of the process. Once i have finished that i will probably post specific tutorials for weapons/bay doors etc. However as no one seems to have been able to follow the multiple components tutorial (probably because it is such a huge ramble ) i dont see much point in explaining the rest at the moment.

EDIT - More specifically in the Rev node (under Cmpnd in your ships .cmp) the parent_object name is Root and the child_object name is baydoora/b or whatever you have called the baydoors as an object (this is defined in the Cmpnd -> Cons -> part_baydoor...... -> Object name node. Putting in 0, 0, 0 in the Rev node as both x, y, z coordinates for the baydoors will correctly position them on the ship - if they are positioned on the model correctly - however unfortunately this is also the axis they will rotate on.

This means you will have to do the ship model with the baydoors placed on the origin and then work out the correct x, y, z location for them on the ship. The easiest way to do this is to place Hps on the ship where the baydoors will connect to it, then rip the coordinates of these nodes and use them for the x, y, z location of your bay doors.

Anyway like i said before you get to any of that hassle you will need to correctly define them as components which is very time consuming. If you manage it from these scraps of info and rambles then great, but waiting till i get the converter written is the best bet.

Edited by - redeye on 23-07-2003 04:51:26

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