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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Rotating sections

I would like to know how to make rotating sections like the Omega middle section and the B5 cilinder section. I have played arround with MODview32 and Kazan's PCS But havent managed to make it rotate, i think its the subobject propeties entry is not correct. I defined certain subobjects as rotating ones and mentioned those in the table file but I lack the correct sobobject prpreties entry perhaps.
any advice is welcome.

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Old Post 06-09-2001 09:46 PM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

$special=subsystem
$rotate=XX

(where XX is seconds to rotate 360o)

You'll also need to give the subobj a rotation axis, and give the subsystem an entry in ships.tbl

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Old Post 06-09-2001 10:55 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Thanks andrews thats all I needed.

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Old Post 06-09-2001 11:05 PM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

you also have to set the "rotate on axis" and axis you want it to rotate one

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Old Post 06-11-2001 01:13 AM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Thaks both of you, I already managed to make The B5(IP andrews mesh) and omega moving parts rotate. Also I'm texturing both models now (yes I know IP The B5 its not finished yet, its just for personal tryals anyway).
The omega is 60% textured but it has a few innacuracies...
I'll post a topic when theire 'finished' then I'll send some pics to the team.

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Old Post 06-13-2001 05:55 PM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

after you'ved textured the omega give her to me and ill convert her

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Old Post 06-14-2001 06:43 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Kazan actualy I have alredy converted and tested in the game it looked like a raggy doll but its 70% textured now. The head and the body, rotating section are textured now I need to texture the turrets and the engine and other 'entrails'. I should 'complete' this my first attempt to texture by next week.
I still have to find out how to texture each subobject with more than one map. for the body I was forced to use a map with several textures sqeezed in, but fear not I'm using all its area so no waste of memory. so far I have used 2 texture maps both of them 512x512 in size wich will cover the the entire mesh so actually I think I have made a reasonable memory economy .

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Old Post 06-18-2001 10:55 AM
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IceFire
VWBB Admin

Registered: Jul 2000
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Posts: 8392

Only two 512's eh...what about other textures.

Just using two 512's probably wouldn't give the detail....

The model also may need a bit of adjusting (I forget)...the only Omega model I have only has the particle lasers armed....I want the heavy pulse cannons too

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Old Post 06-18-2001 08:54 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Ice The mesh I have has very few sobobjects, the hole body is a subobject. since I dont know how to texture each face independently of the subobject I am forced to use one map for that sobobject so I had to go arround the problem by copying all body textures to one map. The detail is not an issue the problem is to aply the right map area to specific faces. I have being texturing the engines like this in the past hour and IT WAS HARD but made it!!! I have assigned several guns for the turrets but the model configured like this was a previous version of the textured Omega (30% complete). I have it now at 80% and will convert it as soon I finish texturing.

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Old Post 06-18-2001 09:38 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

HEHE today I got the rear hull all textured, nest step will be texturing the chin... wich wont be easy.

Last edited by haderak on 06-19-2001 at 06:24 PM

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Old Post 06-19-2001 06:23 PM
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IceFire
VWBB Admin

Registered: Jul 2000
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Posts: 8392

Better post us a picture....and there might be some associated problems with how your doing it.

I really don't know.

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Old Post 06-19-2001 07:22 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Ice your remark had a prophetic impact... just take a look at my new topic...looks like my texturing tecnique has to be refined...

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Old Post 06-19-2001 07:41 PM
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KillMeNow
Babylon Project

Registered: Feb 2001
Location: scotland
Posts: 1205

just curious you say you cant map the faces seperatly what version of ts are you using?

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Old Post 06-19-2001 08:16 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

I'm Using Truespace 5.1 , I can texture per face but then its texture 'spreads' to the hole subobject, idealy the head and the rear should be separate sobobjects. I couldnt find a way to apply diferent maps to a goup of faces I choose within the same subobject. And I think if TS4 had this capability then it would not make any sense to remove it in the 5.1 version. So untill I discover the solution I assume it cannot be done in either version.

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Old Post 06-19-2001 08:50 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

how the hell can i take pics from truespace and 3d exploration? hiting PRINT SCREEN doesnt always work for everything...I want to send you guys a pic

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Old Post 06-19-2001 09:35 PM
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

They call me a Vorlon...but not a prophet. Better add that to my job description.

Printscreen should work.

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Old Post 06-19-2001 10:43 PM
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KillMeNow
Babylon Project

Registered: Feb 2001
Location: scotland
Posts: 1205

not sure what you mean by it spreads - but my texturing skills aren't great at all andi have 4.2 perhaps you shoul aquire it

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Old Post 06-20-2001 12:00 AM
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RKIF-DragonClaw
Hannibal

Registered: Feb 2001
Location:
Posts: 506

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Old Post 06-20-2001 12:37 AM
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KillMeNow
Babylon Project

Registered: Feb 2001
Location: scotland
Posts: 1205

hmmmm a not very well diguised spam even if i do say so myself - look at how i do it comenting on others =) works everytime.

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Old Post 06-20-2001 12:49 AM
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RKIF-DragonClaw
Hannibal

Registered: Feb 2001
Location:
Posts: 506

Thats spam? I have to say that I was amazed at your stupidity!

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Old Post 06-20-2001 01:12 AM
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