Fri Nov 04, 2005 11:08 am by Vital
Well,Dieno,it's not so hard to do it.
You need utf-editor,bini explorer(you can download both from downloads and in some more places(just use "search forums" option)).
Many answers can be found here(hey,just look above topics of this forum).
This page is from there(well,maybe it's not exactly what you wanted,but hope this helps(just don't have enough time to help you and to tell the truth,I am not the best helper)).
*** Newbie Questions? Look no further! *** (by Accushot)
Creating completely new hardpoints is harder than you may think, but anyway youll need BINI and the UTF editor, both available in the downloads section.
Open the .cmp file of your ship and expand the tree. IMPORTANT - Make sure you have selected "Float array" under interpret data. Each node in the first expanded section is a section of your ship. If youre creating a completely new ship there should be some entries for the meshes but none for hardpoints
To create a new weapon hardpoint:
There are two types of hardpoint, fixed and revolute. Fixed is where all the immovable add-ons go, such as thrusters and mine-launchers. Revolute is where you stick all the add-ons that move, even if just a tiny bit, for example guns, turrets and torpedo launchers.
For this tutorial lets create a new gun hardpoint. Browse to the fuselage part that you want to add the hardpoint to and expand it. Highlight "Revolute" in this node and click "Add node". Rename "New node" to one of the following, where XX is the next available number of that hardpoint:
HpWeaponXX ---> For a gun or missile mount
HpTorpedoXX --> For a torpedo or cruise disruptor mount
HpTurretXX ---> For a turret mount.
For this example use HpWeaponXX, in your case probably HpWeapon01 if you havent got any hardpoints already.
Create 5 more nodes under this one, renaming them, in this order:
Axis
Max
Min
Orientation (Make sure they are spelt correctly)
Position
First edit "Axis" using the "edit" button. This defines which axis the gun is able to rotate on - it is in the format X, Z, Y. So for a turret able to rotate left and right you would input:
0.000000
1.000000
0.000000
Now edit "Max" and "Min" . Both these nodes have two entries each. The first is the rotation limit in radians. Use a negative number for Min and a positive number for Max, for example -3 and 3. If you dont want a rotation limit enter -6.283185 in Min and 6.283185 in Max (2*Pi).
Next edit "Position" . This node requires three values, one for each axis. The values are as follows:
Value 1 --- X-axis, left and right across the fuselage
Value 2 --- Z-axis, up and down through the fuselage
Value 3 --- Y-axis, up and down across the fuselage
The co-ordinates are relative to the part of the fuselage they are mounted on, so to create a hardpoint in the middle of a wing, say, you would simply enter:
0.000000
0.000000
0.000000
Its not usually that simple though, youll have to experiment.
Finally edit "Orientation" - this is the hard part which requires working with vectors. Each Orientation node has nine entries - three for X, three for Y and three for Z. These values tell FL how the weapon "maps" to the fuselage. It may help to draw a diagram. Since its hard to explain i^ll use an example:
For a gun mounted on the RIGHT of the fuselage facing FORWARDS:
The fuselages X-Axis is equal to the guns y-axis so the first entry is:
0.000000
1.000000
0.000000
The fuselages Y-axis is equal to the guns x-axis in the negative direction so the next entry is:
-1.000000
0.000000
0.000000
The fuselages Z-axis is equal to the guns Z-axis so the last entry is:
0.000000
0.000000
1.000000
So put it all together and you get:
0.000000
1.000000
0.000000
-1.000000
0.000000
0.000000
0.000000
0.000000
1.000000
Now youve done this you can SAVE and close UTF edit and open DATA/SHIPS/shiparch.ini to define your new hardpoint.
Find your ship and add one of the following lines:
hp_type = hp_gun_special_YY, HpWeaponXX , where XX is the number of your hardpoint defined earlier and YY is the class of gun you want it to take.
hp_type = hp_turret_special_YY, HpTurretXX , where XX is the number of your hardpoint defined earlier and YY is the class of turret you want it to take.
hp_type = hp_torpedo_special_YY, HpTorpedoXX , where XX is the number of your hardpoint defined earlier and YY is the class of torpedo you want it to take.
Thats about it, hope this helped!
Edited by - Accu(>o<shot on 23-06-2003 11:32:07