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Ai turrets

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon Jan 03, 2005 6:28 am

Ai turrets

Hello Everyone

I was thinking about how hard is to fly heavy ship, maneuver it and fending off swarms of fighters.
Do You know if there is a way to mod game so the turrets would act automatically and fire any incoming enemies that enter its range.
It would be even better if player could set ship to autopilot-maneuvers and then control turrets by himself.

Can You help ?

Thanks and sorry for my english

Post Mon Jan 03, 2005 10:27 pm

This has been asked about, before.
To date, no one has found a way to do it.
Sorry.

Watch your 6!

Post Mon Jan 03, 2005 10:36 pm

just to comment on this though i think it would be better to use ai turrets (if anyone founds out how one day) on battleships so they can control the guns around it (not the big laser thing though). It would also make it more realistic cos just think about it, since when would one person control 20 turrets at once really????

----------------------------------------
B5TC Team
www.severed-dreams.tk

Modders Needed Email Or ICQ If Interested!

Post Mon Jan 03, 2005 11:21 pm

Someone hooked directly into the ship's computer?

I think it would be interesting, but ive no clue how it would be done

Post Tue Jan 04, 2005 1:06 am

Thanks for fast answer

I have two more questions.

How to disablo or change internal freelancer engine smothing ?
I have converted hgn marine frigate from hw2 and it looks good but most of the edges are shaded and I want them to be sharp.
Smothing groups i milkshape are disabled.

Second question is about creation turret from scratch
I have one special turret for this frigate (imported from hw2 as well)
and I dont understand hierarchy here.

So far it looks like this (these are names from milkshape group window)
group1_Hgn_Frigate_Turret
group2_Hgn_Frigate_Turret_br
Hp/Fixed/HpFire01
Hp/Fixed/HpFire02
Hp/Revolute/Hpconnect

I dont know how to set it so hpconnect would be in root and hpfires in barrels
(just like hardcmp shows original freelancer turrets)
Another problem is that turret is mounting upsidedown and I cant figure why.
Lastly it fires only on top and bottom of the ship.
I have read most of the tutorials about hardpoints and turrets but even now i cant figure these things out

One more time thanks for answers and sorry for my broken english

Post Tue Jan 04, 2005 12:02 pm

Hello again

Today i have used utf editor to compare my turret and original ones
and here it is

original bretonia turret
/-VMeshLibrary
/ /-data.equipment.models.turret.br.....vms
/
/-barrel.....3db
/ /-hardpoints
/ /-fixed
/ /-HpFire01
/ /-HpFire02
/
/-base.......3db
/ /-hardpoints
/ /-revolute
/ /-HpConnect
/
/-Cmpnd
/ /-Cons
/ /-Part_barrel
/ /-Root


an my turret

/-VMeshLibrary
/ /-barrel_Hgn_Frigate_Turret.lod0.vms
/
/-Cmpnd
/ /-Root
/
/-barrel_Hgn_Frigate_Turret.3db
/ /-fixed
/ /-HpFire01
/ /-HpFire02
/ /-revolute
/ /-HpConnect
/
/-multilevel
/ /-level0

I dont know why base is not in here
It exports from milshape only first mesh and hardpoints
These are not full trees j just pointed main diffirences

Post Sat Jan 08, 2005 6:35 pm

Laine,

You have several threads that I had to ferret out in order to answer your questions, that could have all been included in one post...

Anyhow...

Dont think you can change the way freelancer displays the graphics files... smoothing seems to be part of the way Freelancer is set up.. and so far as I know cannot be changed...

Curiously Freelancer turrets do not have a HpMount hardpoint.. yet custom weapons require one for the same reason Freelancer guns have a HpMount and HpConnect.. dont know why turrets are different... tho the addition of a HpMount may solve your orientation problems....

One question occurs to me .. do standard freelancer weapons behave the same way as yours? i.e. upside down? If so, then its an orientation issue with the ship hardpoints...

See your thread in modelling forum for more...

Harrier

P.S. Once I am satisfied you have seen this I will move it to the modelling forum.. and perhaps cut and paste the contents into one thread...

*sigh*......


Edited by - harrier on 1/8/2005 7:23:21 PM

Post Sun Jan 09, 2005 11:11 am

Thank for clues
I finally created good custom weapon, all thing are in place ))

I dont know why hp connect hardpoint was fliped about 179 degrees, but that was the cause of upside down turret, kinda stupid of me to not see this ealier..

Again thanks for advice

Post Mon Jan 31, 2005 4:35 pm

Uh, to fix the smoothing issues... unweld the objects, and then reweld with parameters. I've found that welding up to 45 degrees is best for avoiding the occasional polygon that is improperly welded, but you can always do higher for special cases. MS3D doesn't support parameterized welding operations, but 3DS, Rhino 3 and Gmax all do.

Post Wed Feb 02, 2005 7:15 pm

Simply unwelding the faces will be enough. As long as they are connected to the same points there will no visible seams in the mesh.

That will give you the faceted look you're after.

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