Rotating Stations

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posted on April 19th, 2006, 5:03 am
I know less then you do TBB.
posted on April 19th, 2006, 11:11 am
whouldent the stations stop rotaring when thay bilt some thing like the star baces bilding small ships mining, constrution, and scouts.

the same whould go for the reserch stations and uther stations that must cairy out a task.
posted on April 20th, 2006, 6:55 pm
Is it possible to have a station rotate then once it begins to attack to stop rotating?

ironically you can make a station start rotating when it attacks something, I suppose it may be possible for it to work in the reverse too but I somewhat doubt it
posted on April 21st, 2006, 5:46 am
I posted a similar thread about this in Armada Fleet Command and yet to get a response.
posted on April 24th, 2006, 10:21 am
Hm, well, you can get a station (or any component parts) to rotate:

-once, when it's finished being built.
-constantly, forever.
-when it's attacking.
-when it starts to build something. (shipyard)
posted on April 24th, 2006, 2:10 pm
how would you go about doing this, (with milkshape)
posted on April 24th, 2006, 5:03 pm
It isnt possible in milkshape im affraid, milkshape doesnt support the animation of models only the hardpoints (and the animation of hardpoints isn't supported by the exporter)

It is possible to animate the models in 3ds max but only the models the hardpoints them selves will not move but you could have moving parts for example a rotating habitat ring on a starbase or summat. The main reason people don't make rotating stations is that it looks funny when the weapons fire as they always come from a fixed point.
posted on April 24th, 2006, 8:19 pm
that sucks has anyone seen the price of 3ds max recently it's over 2000 pounds and V8 don't even have a Armada 2 sod plugin!
posted on April 24th, 2006, 11:02 pm
It is possible to animate the hardpoints. You can link them or group them into the mesh. (Same goes for Sprite Nodes, so blinkers, lights, vents, can all be animated)
posted on April 25th, 2006, 2:35 pm
could you point me in the derection of any tutorials for this ;) or could you sent me a word doc, on how you do it? ColdDarkParanoia (at) gmail.com
posted on April 26th, 2006, 12:48 pm
CDP I think atlantis means you can attach the hardpoints to the meshes in max, I am 100% that the milkshape exporter does not support any animations what so ever. And from what I understand emitters can be made to animate by attaching them to a mesh but hardpoints cannot I tested it once myself and the weapon always fired from the same point after the model was built.
posted on April 26th, 2006, 2:19 pm
:( ok thanks i'll have to look into max then
posted on April 27th, 2006, 9:57 pm
even if you could move the hardpoints around, that would just go and screw up the pathing of the ships. meaning it would be a brain taxing job just trying to get a ship to dock to repair or unload cargo/resources.
posted on May 8th, 2006, 1:15 am
That would suck
posted on May 19th, 2006, 12:51 pm
It is possible to animate the models in 3ds max but only the models the hardpoints them selves will not move but you could have moving parts for example a rotating habitat ring on a starbase or summat. The main reason people don't make rotating stations is that it looks funny when the weapons fire as they always come from a fixed point.

Well obviously have parts of the starbase that don't rotate so it don't look stupid when firing.
That simple.
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