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