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warzog

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1

Monday, January 3rd 2005, 10:26pm

This has been asked about, before. To date, no one has found a way to do it. Sorry. Watch your 6!
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Sp3ctre

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2

Monday, January 3rd 2005, 10:35pm

just to comment on this though i think it would be better to use ai turrets (if anyone founds out how one day<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>) on battleships so they can control the guns around it (not the big laser thing though<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>). 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 <A href=´http://www.severed-dreams.tk´ Target=_Blank> www.severed-dreams.tk </a> Modders Needed Email Or ICQ If Interested!
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Arania - PFY

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3

Monday, January 3rd 2005, 11:20pm

Someone hooked directly into the ship´s computer? I think it would be interesting, but ive no clue how it would be done
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Laine

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4

Tuesday, January 4th 2005, 1:05am

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
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Laine

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5

Tuesday, January 4th 2005, 12:01pm

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
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harrier

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6

Saturday, January 8th 2005, 6:34pm

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...<img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> 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
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Laine

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7

Sunday, January 9th 2005, 11:10am

Thank for clues I finally created good custom weapon, all thing are in place <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>)) 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
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Argh

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8

Monday, January 31st 2005, 4:34pm

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.
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PantherX

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9

Wednesday, February 2nd 2005, 7:14pm

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. <img src=´http://216.77.188.54/coDataImages/p/Groups/156/156352/folders/133125/1025235PantherX-new3.jpg ´>
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