Bridge Commander Central
BC Forums => BC Modding => Topic started by: vonfrank on February 08, 2012, 11:24:52 PM
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I'm trying to make a cannon Scimitar (all 79 weapons).
Ever since I've scaled the ship down to 0.55 the size in Nifskope (to make it the cannon size), the hardpoints wont show up in game where I place them in the MPE. :idk: (keep in mind that I edited the hardpoints in MPE **AFTER** I scaled it down, so that's not the problem)
I've noticed that the little white flash that appears where a pulse or torpedo is fired from is in the correct place, but the pulse/torpedo itself comes out of the wrong part of the ship. The strangest thing is, for all 79 weapons on the ship, about 1/4 of them actually do come out of the correct place.
I think the problem is that the ship is for some reason being considered to be hollow, and therefore unless the hardpoint location is exactly on the edge of the model, it thinks its not attached to the ship.
That's just a guess, but its all I've got.
Any sudgestions?
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well, the weapons should be placed on the edge of the model (or the surface) anyways. I had that issue with the einherjer refit, the nacelles are so big placing the nacelle property down in the engine results in the enemy vessel targeting the nacelles at 0,0,0. That could be a similar issue.
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the only things i can suggest are:
Check the scale in mpe should be 0.01
Check your node heirachy in nif scape. Just did that with a ship, as soon as i redid the nodes the ship went black but in mpe its all ok ship in right place and everything attaches to model properly. And the in gam ship is fibe too.
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Mite also want to head here and read http://bcs-tng.com/forums/index.php?PHPSESSID=055a997e2c4c61be236bd4c5c7355db4&board=76.0
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Well, with much trail and error, I finally got the hardpoints in the correct place.
Ugg, that was annoying :banghead:
Thanks for the help guys.
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Yes, I've run into a the same problem. Funny, I checked the model thoroughly ...but I cannot find anything wrong. But there must be, since it still happens. Had to edit the HP manually instead. I feel your pain. lol :-P
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Well, with much trail and error, I finally got the hardpoints in the correct place.
Ugg, that was annoying :banghead:
Thanks for the help guys.
what was the error?
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what was the error?
I don't know, I never solved it.
I just had to keep trying to move the hardpoints around until they actually showed up where I placed them. I'd really like to know why this happened, but oh well.
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For future reference the disruptors\pulse must be moved manually to where [the triangle tip] is just inside the texture