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Author Topic:   How to rotate exiting turrets position
Snickers
Pilot
posted 06-26- 01:27 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
I brought the turret from the B17 into the PBY as the nose turret. If fits airly well, but faced the wrong direction. (The AI will change that since it has 360 degres of rotation, but that has to be corrected.

Whats the best way to rotate the turret 180 degrees around the Z axis without losing existing texturing and dof's?

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Snickers
=FC=

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ArgonV
Pilot
posted 06-26- 02:06 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
I dont think youll loose the textures if you rotate it, but I have not found away to keep the DOFs once you rotate something. (any ways around this?) The only thing I can figure is if you write down all the DOFs and put them back in after you have rotated the turret.

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Laika 801
Pilot
posted 06-26- 02:19 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
ArgonV - did you know a way to rotate a part exactly 180 deg in OPS (I did not, so please let me know).

Snickers - I've got similiar problems with my gun installment, I just used the (old )OL-tools and changed the matrix of the part. I don't know much about matrix stuff, so I just looked for a part that was pointing in the right direction (straight backwards) and cut and pasted his matrix to my guns. this worked fine, all I had to do was to reposition the guns a bit, but the angle was correct. Hope this helps - be carefull and replace the right matrix !!!

LK

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ArgonV
Pilot
posted 06-26- 03:20 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
I dont know a way to EXACTLY rotate something. I just click on the rotate button and hit the keyboard arrow keys (with the Ctrl button held down) in the right direction and eyeball in refrence to the rest of the aircraft. Since I am an artist and draw/sketch on a regular basis, I can eyeball things quite exact.

[This message has been edited by ArgonV (edited 06-26-2000).]

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Bryan Russell
Pilot
posted 06-26- 10:07 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
There is no reason why OPS should wipe out textures ands DOFs. If it does, I hadn't heard about it before.

If you have any details I'll check it out.

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ArgonV
Pilot
posted 06-26- 11:23 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Bryan, OPS does wipe out DOFs when ever you rotate an object, click on something else, and click back on the object youve just rotated. Try it. I would like to see this fixed please as it is a pain.

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Bryan Russell
Pilot
posted 06-27- 01:16 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Hmmm.. Strange, all the rotate does is modify the objects matrix. I will have a look and see whats going on

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ArgonV
Pilot
posted 06-27- 01:35 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Bryan, another thing Ive seen about DOFs. Sometimes when you just move something (not rotating it) the DOFs are deleted from that object.

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Laika 801
Pilot
posted 06-27- 03:16 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
ArgonV- Bryan was so kind to send me the values, how much an object rotates with the arrow keys. It was something like 5.7 deg/0.057 deg. Can't remember it right. But with this values it was NOT possible to rotate something exact (you allways end with 179.xxx or 180.xxx degrees).

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Laika 801
Pilot
posted 06-27- 08:56 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Snickers: Here's a matrix I use for replaceing:


[Matrix]
-1 0 0 0
0 -1 0 0
0 0 1 0
0 0 0 0

Might be that you had to add some 0's behind the point (like 0.000000000 ect).

LK

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Snickers
Pilot
posted 06-27- 09:18 AM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
Thanks guys

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Snickers
=FC=

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Bryan Russell
Pilot
posted 06-27- 10:32 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I had a look at this and the only thing I could find wrong was that occ. when you click off the part (onto the empty space to select nothing) and then back onto the part, the DOF list sometimes doesn't update. This can give the appearance that the DOF's have been deleted but what is really happening is that the panel display is not refreshed.

Normally all I have to do is select another part and then back again and the DOF re-appears.

I've tryed heaps and this is the worst I can get. If you can reproduce something where a DOF actually gets deleted then please email me the Plane (just the name not the actual SM), and a step by step of what you did.


Laika, I would make the bottom left '0.0' a '1.0' in your matrix. Its possible that SDOE uses a 3x3 matrix and assumes the rest but if not this bit will be important. Other than that its a perfect 180deg rotation about the Z axis

Bryan

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ArgonV
Pilot
posted 06-27- 01:33 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Bryan, it is true that OPS does that also, but Ive had it where you click back (I tried several times) and the DOFs never appear agian.

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Bryan Russell
Pilot
posted 06-28- 08:52 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Still no luck. What I'll do is fix the thing I found. You look like you have it covered but It will at least eliminate it from the equation.

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