Author Topic: Ship position  (Read 3485 times)

Offline leemason

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Ship position
« on: September 04, 2008, 11:08:22 AM »
hello need some help just ported a ship from another game in to bc to practice. It shows up in game but when I try a quick battle fight the enemy ship cannot hit me because the model of the ship seems to be in a different position, also when I load up the mpe the ship when I try to rotate it arches round the the screen so I have done somthing round somewhere but cannot for the life of me fiqure out what, any help welcome thanks in advance.

Offline Villain

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Re: Ship position
« Reply #1 on: September 04, 2008, 11:12:10 AM »
When you ported the ship, did you make sure you centered the object? (Setting co-ords to 0,0,0)? This is most likely your problem.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Kirk

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Re: Ship position
« Reply #2 on: September 04, 2008, 11:20:38 AM »
Also, what program did you use to port the ship? With Max 9's nif exporter, I have the tendency to screw up the nif hierarchy.

Offline leemason

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Re: Ship position
« Reply #3 on: September 04, 2008, 01:24:50 PM »
Thanks for the quick replies I did centre the ship in the grid and I am using max 9 with the nif exporter, like I said the ship is there in game with the textures, so what is the best program for exporting to bc again thanks for the help

Offline limey BSc.

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Re: Ship position
« Reply #4 on: September 04, 2008, 01:37:58 PM »
The best is Max 3 with the official exporter included in the SDK.

The Max 9 exporter is a little buggy. I only use it as quick exports to show people how a WIP is progressing.
MUSE!!!


Offline leemason

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Re: Ship position
« Reply #5 on: September 04, 2008, 02:08:30 PM »
My ship is orientated the right way flys forward, also centre in the grid on the 3ds max screen and spins around just fine in nifscope just messes up in game and like I said in the mpe it doesn`t rotate around the centre.

Offline El

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Re: Ship position
« Reply #6 on: September 04, 2008, 02:37:03 PM »
As has been mentioned this is an export issue.

Maybe if you detail the steps you are taking in Max9, someone here will be able to help?

Offline leemason

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Re: Ship position
« Reply #7 on: September 04, 2008, 03:14:24 PM »
ok sorry for the lack of detail so here goes

I firstly import my ship in 3ds max 9 rotate it to the right position texture it, select all and then export to a bc nif
I can`t seem to attach a screenie so my export box says
Game bridge commander version 3.1 user 0
Export collisions and cameras
mesh generate strips vertex strips vertex colours collaspe transforms zero transforms
skin modifier export skin modifer
Animation NIF w/o animation transforms
Misc sort nodes add accum nodes

And thats it once again thank you to all the replies and I love all your work

Offline Kirk

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Re: Ship position
« Reply #8 on: September 04, 2008, 05:35:32 PM »
I think your problem is simply that MPE's rotate function stinks. I know what you mean when it seems to rotate all over the place. It's just something that you have to get used to. Rotating, dragging back, zooming in/out, again, and again.

Offline Villain

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Re: Ship position
« Reply #9 on: September 05, 2008, 06:43:35 AM »
Hey, that's the Delta Glider IV! I love that thing! Dan Steph really set the mark with that.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline leemason

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Re: Ship position
« Reply #10 on: September 05, 2008, 03:33:19 PM »
Sorry no its the default delta glider from orbiter although I am impressed you knew Prime

Offline Villain

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Re: Ship position
« Reply #11 on: September 05, 2008, 06:05:04 PM »
Odd, the mesh looks like it's the DGIV (The windows on IV are square, whereas on the standard they're portholes.) At leasdt on the 2006 edition.

I've been an Orbiter fan a long time, I even watched the MP mods come and go. :P


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline CJLarkin

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Re: Ship position
« Reply #12 on: September 05, 2008, 06:19:10 PM »
Orbiter's fun. I used to like flying the Atlantis up into orbit, and then crashing her into the Pacific :P
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

Offline Villain

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Re: Ship position
« Reply #13 on: September 05, 2008, 06:27:35 PM »
Yeah, the Shuttle is the hardest craft by far. DG-IV has landing Autopilots like the XR-5 Vanguard.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline leemason

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Re: Ship position
« Reply #14 on: September 06, 2008, 04:12:53 PM »
Importing bc ships into orbiter is far easier then orbiter to bc though

Offline leemason

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Re: Ship position
« Reply #15 on: September 22, 2008, 08:51:09 AM »
Ok so I am still trying this but I cannot get a copy of max 3. But looking through the sdk I found a placement editor utility however I seem to have problems with this as well. I open up the console in game and type "editO" I have tried 0 o O but nothing happens can anyone help please by showing me how this works thank you.

Offline Kirk

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Re: Ship position
« Reply #16 on: September 22, 2008, 09:05:59 AM »
Are trying to enter Edit mode? If so, it's () not zero.

Offline leemason

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Re: Ship position
« Reply #17 on: September 22, 2008, 09:16:37 AM »
right i type in the console edit() and nothing happens reading the sdk a console should pop up with buttons and stuff but nothing happens will having a KM install effect this. Thanks

Offline Kirk

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Re: Ship position
« Reply #18 on: September 22, 2008, 09:18:20 AM »
It has to be Edit, capitalization matters.

Offline leemason

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Re: Ship position
« Reply #19 on: September 22, 2008, 09:42:19 AM »
Worked thanks nice one