[Modding-Resource] Race Turrets 1.1 (21.08.2010)

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mace24de
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[Modding-Resource] Race Turrets 1.1 (21.08.2010)

Post by mace24de »

Greetings Gents :D,

i've updated this modding ressource to version 1.1 and finally decided to release it in the english modding forums.
First of all this is a modding ressource NOT a Mod, it was mainly made for ship builders to provide them with race specific turrets for their ships.

If you don't have a clue about placing turrets on a ship you might want to take a look at these tutorials.

Tutorials:
Killjaeden Turret Placement click <--- Important tutorial about "how to place turrets correctly on a ship".
Killjaeden Turret Creation Tutorial click <--- A tutorial that deals with turret creation, but also explains how turrets work in X.

Besides these tutorials you need some basic knowledge about:
-scene files
-Gmax or 3DSMax
-DBOX2
and
-doubleshadows X Edtior

Argon
[ external image ][ external image ][ external image ][ external image ]
ATF
[ external image ]
Boron
[ external image ][ external image ]
Killjaeden
[ external image ]
Paranid
[ external image ][ external image ]
Split
[ external image ][ external image ]
Teladi
[ external image ]
USC
[ external image ][ external image ][ external image ][ external image ]
Yaki
[ external image ]

Version history
---------------------
1.0
- initial release
---------------------
1.1
- added three new turrets
-- plasma_turretsingle
-- railgun_turretsingle
-- argon_turretB
---------------------

The rar file contains all the "bods" to keep things simple and most turrets come in different sizes from M6 to M1/2.

Download Despositfiles
Download Rapidshare
Download after-domination.net (not updated yet)

Thanks to:
Systemlord Anubis for new turretdesigns
Killjaeden for adding the turrets from his Ship Expansion
Roguey (Website) for hosting
Last edited by mace24de on Sat, 21. Aug 10, 20:59, edited 3 times in total.
Chestburster2
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Post by Chestburster2 »

! Holy.. these turrets are awesome! I hope Cadius will use them for his new ships (and paul includes them into the SRM for all ships).

I realy like the Argon ones.
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Topcross
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Post by Topcross »

Let me say this again : nice work. Using the USC ones on my model atm. :)
hi-ban
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Post by hi-ban »

awesome work! i will use them in my ships...

thanks!
Catra
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Post by Catra »

OMFG quad turrets!!!!!!!!! :O
Anubitus
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Post by Anubitus »

hey mace, these turrets look realy awesom.. :)

i have made some good progress with learning how to do things, now im learning how to add turrets.. basacly i know how to add them, i have already made and added a turret of my own, it can fire but for some reason it wont turn..

but anyhow, thats not why im replying here.. the reason i am is because after my own turret didnt work as intended i decided to use a turret i was sure of it worked, so i downloaded your cool looking turret package and added one to my ship..

problem is, when i spawn the ship, the turrets spawn with it.. when i add lasers, they wont fire and they wont turn..

i think i have done something wrong in the TShips file but i have no idea what it is..

what i did was copy/past the dummies and components file entries that came with the package and then added this to my TShips file

count: 2
Primary Body ID: ships\mace\props\argon_m7turretA_dummy
Path index: 17 (as in my scene file)
Secondary Body ID: left this blank
Path index: -1 this was added automaticly when i pressed OK

should this be correct..?

or should it be more like the vanilla cap ship turrets where the put the barrel ID into the Secondary Body ID slot..? problem is, i only have a index number for the turret dummy in my scene file as thats the only thing i added in the max scene..
the vanilla cap ship turrets have a path index number too wich suggest they where added in the scene file aswell.. well they wouldnt have a number if they hadnt i guess..

should i only add the turret dummy to my ship in max or do i have to add the turret with the barrels itself..?

thanks..
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Killjaeden
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Post by Killjaeden »

count: 2
Primary Body ID: ships\mace\props\argon_m7turretA_dummy
Path index: 17 (as in my scene file)
Secondary Body ID: left this blank
Path index: -1 this was added automaticly when i pressed OK

should this be correct..?
No, with the primary body ID you just set where the game can find (& replace) the dummy.
With the secondary body you define where the game will find the laser data (taking it from components.txt) Secondary ID has to be the part with the laser in the turret scene.

That's why you need 2 tships entries if you have 2 different barrel-parts in your turret scene. One for the left and one for the right. If you have one barrel with 2 laserslots (like done in this collection most of the time) you need only a single tships entry. Raising count to 2 makes use of both laser-positions defined for the weaponpart in components.txt

if you don't set the secondary stuff your turret won't move/animate but eventually shoot (like with vanilla turretdummy (the one on small ships) or frontweapondummies)

sounds chinese? check my custom turret tutorial (see signature) :P
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Anubitus
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Post by Anubitus »

chineese, nope not at all, it actually makes very good sence.. thanks mate.. you helped me big time with your answer.. :D
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Post by Anubitus »

ok, so i opened the turret scene file.. it says

Code: Select all

/# Exported with dbox2 1.9 from MKTurretSideweapon.max at 05.06.2009 14:13:58
 
VER: 6;
 
P 0; B ships\Killjaeden\props\MKturret_weapon; N Bships\Killjaeden\props\MKturret_weapon; b  // idx 0
{ 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 1; B ships\Killjaeden\props\MKturret_Socket; N Bships\Killjaeden\props\MKturret_Socket; b  // idx 1
{ 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 2; B ships\Killjaeden\props\MKturret_body; N Bships\Killjaeden\props\MKturret_body; b  // idx 2
{ 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
so i only add the top one, is that right..? it is a quad turret tho, is that not a problem..? its not like i have to add it 4 times right..?
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Killjaeden
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Post by Killjaeden »

Yes only the top one.
Because this is a quad turret (if you open components.txt and look for the appropriate entry for this part [MKturret_weapon] you see 4 positions and the number 4) you can set the "count" in tships to 4, you could also set it lower if you don't want it to fire with all barrels.

They will still be there however. If you de-install one laser the hole turret will still stay. If you want a single barrel from the model removed if you de-install a laser on your ship you have to set it up as a turret with 4 single barrel-parts and 4 entries in tships.
it is a quad turret tho, is that not a problem..?
It's no problem. You could also make a twelvefold turret...
Did you read the tutorial? Seriously, you should, it's all explained there xD
Otherwise my answer on the next question would be: RTFM :P
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Anubitus
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Post by Anubitus »

im sorry, i realy should read the tutorial.. :) im just so impatient..
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Post by Anubitus »

whokay.. i read the tutorial.. :)

i have a problem tho..
My turret shoots but the hole thing doesn't move/ some parts don't move
-check if your dummies.txt is saved in UTF-8

i have this problem, so i checked my dummies file, it was saved in ANSI, so i changed it to UTF-8, but now my game crashes to desktop if i try to load it..

erm.. what does this mean..? if i change it back to ANSI it works fine, except for the turrets that wont move..
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Killjaeden
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Post by Killjaeden »

If you only added something properly (i.e. no typos) you can still use old savegames, if you did something wrong (i.e. forgot a ";" or to raise the number behind sctype_laser) it will crash. Start a new game, it should work
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Post by Anubitus »

i only copied/pasted what came with the turret package.. and i did raise the number by 1.. as im always doing trial and error tests, i always start a new game..

ill try again, ill just open and save the vanilla dummies file and see if that works.. if it does i will try and add the turret again..

EDIT:

this is the SDTYPE_GUN part of my altered dummies file:

Code: Select all

SDTYPE_GUN;21;
106;GUNF_FIXED;2;GUNSTATUS_INITIAL;4291;GUNSTATUS_FIRING;4292;0;
107;GUNF_FIXED;2;GUNSTATUS_INITIAL;4293;GUNSTATUS_FIRING;4294;0;
91;GUNF_ROTATE;1;GUNSTATUS_INITIAL;4290;2;90;GUNPARTF_ROTATEALPHA;89;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
708;GUNF_ROTATE;1;GUNSTATUS_INITIAL;4295;2;980;GUNPARTF_ROTATEGAMMA;981;GUNPARTF_ROTATEBETA|GUNPARTF_ROTATEGAMMA;
19018;GUNF_FIXED;0;0;
19019;GUNF_FIXED;0;0;
19080;GUNF_FIXED;0;0;
19081;GUNF_FIXED;0;0;
19082;GUNF_FIXED;0;0;
19083;GUNF_FIXED;0;0;
ships\props\bigturret_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret_scene;3;ships\props\bigturret_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret_leftweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;ships\props\bigturret_rightweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\bigturret2_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret2_scene;3;ships\props\bigturret_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret_leftweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;ships\props\bigturret_rightweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\m6maingun_static;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\m6maingun_scene_static;GUNSTATUS_FIRING;ships\props\m6maingun_scene_moving;0;
ships\props\m3gun1d_static;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\m3gun1d_scene_static;GUNSTATUS_FIRING;ships\props\m3gun1d_scene_moving;0;
ships\props\m3turret1d_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\m3turret1d_scene;2;ships\props\m3turret1d_body;GUNPARTF_ROTATEALPHA;ships\props\m3turret1d_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\m6turret4_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\m6turret4_scene;3;ships\props\m6turret4_body;GUNPARTF_ROTATEALPHA;ships\props\m6turret4_leftweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;ships\props\m6turret4_rightweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\gatlingf_body;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\gatlingf_scene_static;GUNSTATUS_FIRING;ships\props\gatlingf_scene_moving;0;
ships\props\gatlingf_body_right;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\gatlingf_right_scene_static;GUNSTATUS_FIRING;ships\props\gatlingf_right_scene_moving;0;
ships\props\bigturret4_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret4_scene;2;ships\props\bigturret4_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret4_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\bigturret5_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret5_scene;2;ships\props\bigturret4_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret4_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\Killjaeden\props\MKturret_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\MKturret_scene;2;ships\props\MKturret_body;GUNPARTF_ROTATEBETA;ships\props\MKturret_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
just did another test with this dummies (saved in UTF-8 format) file and it crashes to desktop.. :(

i extracted the dummies file from DAT/CAT 11 from the main game folder, opened it, saved it in UTF-8 format and added it to the mod file.. it crashes to desktop too..

two more tests: first, i added the dummies file i saved in UTF-8 format to CAT11 in the main game folder, it worked
then i deleted everything in the mod and just added the dummies file to the empty mod catalog, the exact same one that worked in the CAT11 catalog, and it crashes to desktop.. how weird is that.. :?

did the same test again, and now neither works..
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Litcube
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Post by Litcube »

I made a picture to dummy text reference in jpeg format for all turrets included in this pack. Dummies are case sensitive, so I just copied and pasted from Dummies.txt.

Great work, guys. Thank you for posting these turret models. This is excellent stuff.


Download Mac Turret Dummy Reference:


[ external image ]
Neibros
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Post by Neibros »

Is it possible to get a working link to this? Can't find this anywhere anymore.
Anubitus
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Post by Anubitus »

i uploaded it at

http://www.2shared.com/file/rMV_90fp/Ra ... rrets.html

hope mace dont mind me reuploading one of his files, but these turrets do indeed look very nice :)

i can always delete the upload should he want me to..
Aegyen
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Post by Aegyen »

*sigh* Every link dead...

Might someone have a copy of this lying around?
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RoverTX
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Post by RoverTX »

All the links are dead anyone have a copy of this?
Anubitus
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Post by Anubitus »

here is another upload from this.. i had to repack it since i didnt have the original package anymore.. if there is something missing, please let me know..

http://www.sendspace.com/file/q8r1xr

enjoy..!

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