Hey all, I'm pretty new to the editor and I'm kinda stuck on something. I've imported a battleship model from here: http://www.sc2mapster.com/assets/nanakeys-modernwarasset/ andi've got it mostly working correctly, except for the turret. My attack comes from the correct location, but the turret doesn't spin. Most of the other help I've found online deals with situations where one model is used as the turret for a different model. In this case however, there are 3 turrets build into the battleship.
My first question is this: in order to have the turret correctly, do I need both a turret actor and a model actor for the turret? When I go to make a model actor for the turret, one of the important fields is Art: Model. Any model I put here appears as my turret, but I don't want a new model, I just want it to recognize the existing model on the battleship.
My second question: When I imported the battleship, I had to make my own model using the .m3 of the battleship. There is a field called Attachment Properties. I feel like this is where I need to do something with attachment points, but I'm not sure what. I seems to want me to create attachments, give them an ID, and link them to key? Is this correct? How do I do this?
Any help people could give would be greatly appreciated!
I have a turret actor already. I have been through all the turret tutorials on this site, but they all deal with situation where a custom model is used for a turret. I'm having trouble with using models that have their own turret. I already built a siege tank from its component actors earlier and it worked fine with the turret. Now that i'm importing a model however it doesn't work. If it's relevant the battleship i'm using has 3 turrets (turret, turretY, turretZ) each with a weapon (weapon00, weapon01, weapon02) and I want the first (turret and weapon00) to be used.
I have been trying to read the data for Immortal and Siege Tank. I see in their models that there is an entry in the Attachment Properties field with ID: Hardpoint, and they Key is set to 0 for turret. Is this the area I need to be tweaking?
Can anyone confirm that this model does indeed have rotating turrets? I see the turret tags in attachment points but does that mean for sure that the turrets will work?
For anyone else who reads this I thought I would update what I've learned. There are two ways to implement turrets in SC2.
One way is to take two separate models, make one the base, and make the other the turret. The turret model must have a turret Z attachment point. It can be attached to any of the base models attachment points and then swivel. If no attachment points are suitable, site operations can be used to attach wherever you want. This is the method that 90% of the tutorials I've found have focused on.
The other way is to use a model that has a turret built into it, such as the siege tank or immortal. I'm not certain of the specifics, but I believe to have it work correctly, two attachment points must be specified. One is the point on the base of the model that the turret will rotate around (bone 51 on the siege tank I think), and the other is the bone in the turret that it swivels around (bone 5 on the siege tank).
Having said all that, I still have not had any luck with the battleship. What is driving me crazy is that I had it close once. Of the many configurations I tried, there was one where I got it so that my attack came out of my main turret weapon, but the turret didn't point towards its target when it shot. It DID however, separate from the rest of the ship. So when the battleship moved, the turret stayed in its original position. Attacks continued to come out of the turret, but it was just floating there where it started. If I sort this out I'll post it here.
I am not very good with turrets and all that stuff, but I think the easiest for you would be to extract the turret(s) from the main model to have several models (the ship without turrets, and the turret(s), and maybe give the main model attachements points) and be able to build a turret following what you describe in your first way.
The other way seems quite experimental, which can be funny or very frustrating.
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Hey all, I'm pretty new to the editor and I'm kinda stuck on something. I've imported a battleship model from here: http://www.sc2mapster.com/assets/nanakeys-modernwarasset/ andi've got it mostly working correctly, except for the turret. My attack comes from the correct location, but the turret doesn't spin. Most of the other help I've found online deals with situations where one model is used as the turret for a different model. In this case however, there are 3 turrets build into the battleship.
My first question is this: in order to have the turret correctly, do I need both a turret actor and a model actor for the turret? When I go to make a model actor for the turret, one of the important fields is Art: Model. Any model I put here appears as my turret, but I don't want a new model, I just want it to recognize the existing model on the battleship.
My second question: When I imported the battleship, I had to make my own model using the .m3 of the battleship. There is a field called Attachment Properties. I feel like this is where I need to do something with attachment points, but I'm not sure what. I seems to want me to create attachments, give them an ID, and link them to key? Is this correct? How do I do this?
Any help people could give would be greatly appreciated!
the first question highly indicates that you dont have an turret actor, please have a look at already existing turrets and how they work first.
Hi,
You can watch this article for attachments : http://www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/#posts
I have a turret actor already. I have been through all the turret tutorials on this site, but they all deal with situation where a custom model is used for a turret. I'm having trouble with using models that have their own turret. I already built a siege tank from its component actors earlier and it worked fine with the turret. Now that i'm importing a model however it doesn't work. If it's relevant the battleship i'm using has 3 turrets (turret, turretY, turretZ) each with a weapon (weapon00, weapon01, weapon02) and I want the first (turret and weapon00) to be used.
I have been trying to read the data for Immortal and Siege Tank. I see in their models that there is an entry in the Attachment Properties field with ID: Hardpoint, and they Key is set to 0 for turret. Is this the area I need to be tweaking?
Can anyone confirm that this model does indeed have rotating turrets? I see the turret tags in attachment points but does that mean for sure that the turrets will work?
For anyone else who reads this I thought I would update what I've learned. There are two ways to implement turrets in SC2.
One way is to take two separate models, make one the base, and make the other the turret. The turret model must have a turret Z attachment point. It can be attached to any of the base models attachment points and then swivel. If no attachment points are suitable, site operations can be used to attach wherever you want. This is the method that 90% of the tutorials I've found have focused on.
The other way is to use a model that has a turret built into it, such as the siege tank or immortal. I'm not certain of the specifics, but I believe to have it work correctly, two attachment points must be specified. One is the point on the base of the model that the turret will rotate around (bone 51 on the siege tank I think), and the other is the bone in the turret that it swivels around (bone 5 on the siege tank).
Having said all that, I still have not had any luck with the battleship. What is driving me crazy is that I had it close once. Of the many configurations I tried, there was one where I got it so that my attack came out of my main turret weapon, but the turret didn't point towards its target when it shot. It DID however, separate from the rest of the ship. So when the battleship moved, the turret stayed in its original position. Attacks continued to come out of the turret, but it was just floating there where it started. If I sort this out I'll post it here.
I am not very good with turrets and all that stuff, but I think the easiest for you would be to extract the turret(s) from the main model to have several models (the ship without turrets, and the turret(s), and maybe give the main model attachements points) and be able to build a turret following what you describe in your first way.
The other way seems quite experimental, which can be funny or very frustrating.