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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-15-2003, 05:32 AM   #1 (permalink)
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Join Date: Apr 2003
Location: UK
Posts: 1
Default Turret starts wrong in game (see pic)

hi, i have put my turet into the game, and everything was working fine until i started to get it to rotate. This is wahat is happenign when i build it in game (see pic1) This what the turret loks liek in gmax(see pic2)

Here is the code for the turet:

;------------------------------------------------------------------------------
Object AmericaTurret

; *** ART Parameters ***
SelectPortrait = TURRET_L
ButtonImage = Turret
Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = defenseturret
Turret = turret01
TurretPitch = barrel
WeaponLaunchBone = PRIMARY muzzle
WeaponFireFXBone = PRIMARY muzzle
End
AliasConditionState = NIGHT

ConditionState = DAMAGED
Model = defenseturret
End
AliasConditionState = DAMAGED NIGHT

ConditionState = REALLYDAMAGED RUBBLE
Model = defenseturret
End
AliasConditionState = REALLYDAMAGED RUBBLE NIGHT



I have looked at many posts, and have alligned all my pivots to the world,and am completely stuck at whats wrong. Also, the turret roates on the z axis i think, how do i make it roate on thew corect axis?

Thanks in advance for help,

Klicko
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Old 04-15-2003, 10:13 AM   #2 (permalink)
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ok, delete the dummy points, make the barrel object "Barrel01", make the turret (rotating top part) object "Turret01" and make a bone for the weapon launch bone called Launch01,
when exporting to w3d, make sure that the turret and barrel have both export geometry and export transform on, and the launch bone has Export Transform on only.
Then smack this line of code into FactionBuilding.ini:
Code:
Object AmericaTurret 

; *** ART Parameters *** 
SelectPortrait = TURRET_L 
ButtonImage = Turret 
Draw = W3DModelDraw ModuleTag_01 

OkToChangeModelColor = Yes 

DefaultConditionState 
Model = defenseturret 
Turret = Turret01 
TurretPitch = barrel 
WeaponLaunchBone = PRIMARY Launch 
WeaponFireFXBone = PRIMARY Launch 
End 
AliasConditionState = NIGHT 

ConditionState = DAMAGED 
Model = defenseturret 
End 
AliasConditionState = DAMAGED NIGHT 

ConditionState = REALLYDAMAGED RUBBLE 
Model = defenseturret 
End 
AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
It should now work
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Old 04-15-2003, 11:44 AM   #3 (permalink)
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Default

Actually his problem is that his turret geometry and bone have different orientations..... Had nothing to do with the naming.

Rebuilding the bones might have fixed it though, if not then it's a matter of editing the pivots of the two objects (the bone and the turret geometry) to be aligned to world in the hierarchy tab in Gmax (the tree of white squares next to the purple noodle :P )

You'd just need to select the two, then go to that tab and activate the "affect pivot only" button, then hit the "reset pivot" button and then hit the align to world button and turn off the affect pivots only button.
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Old 04-15-2003, 09:51 PM   #4 (permalink)
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I have had the problem with the turret as well and here is how i fixed it. The turret got rotated somehow and you built it while it was rotated. to fix it select the turret then click rotate then right click on the rotate button. if it says like 90 in the X axis then you need to set that to 0. The turret now looks like it is on its side. Now select it and make it where you can select all the vertexes and then rotate it 90 on the X axis to put it back on the correct axis. Whats left is you might need to adjust it to where it looks correctly on the bottom of the turret.
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