How do you rotate a graphical model?
How do you rotate a graphical model?
I'm working with the following model of a rocket array:
Currently the rockets face downward and can be used on a VTOL to shoot downward.
However, I'm trying to use it as a structure emplacement.
The structure version is upside down and facing backwards.
I need to rotate it 180 degrees in both the X and Y direction so that it shoots upward and faces forward.
Can someone do this for me or is it possible in a text editor?
Currently the rockets face downward and can be used on a VTOL to shoot downward.
However, I'm trying to use it as a structure emplacement.
The structure version is upside down and facing backwards.
I need to rotate it 180 degrees in both the X and Y direction so that it shoots upward and faces forward.
Can someone do this for me or is it possible in a text editor?
Re: How do you rotate a graphical model?
This is the model in wmit .
It looks to be facing up.
That model in used is a few places i suspect.
What is the path to that pie file.
I can only find gnhmsla.
The Green axis is Z.It looks to be facing up.
That model in used is a few places i suspect.
What is the path to that pie file.
I can only find gnhmsla.
Re: How do you rotate a graphical model?
Okay thanks, I'll check out WMIT. I need to get a graphics viewer eventually, I've just been putting it off
That model doesn't exist in the game yet, it came from the contingency mod. It's a mashup of the seraph emplacement but using the MRA skins. I'm going to make a mini ripple rocket out of it if I can get it to fire in the right direction. Contingency mod used it on VTOLs.
Re: How do you rotate a graphical model?
If you look at the model is has many connectors it maybe your using the wrong one.
Also check you configuration it maybe stating its a VTOL and not a structure.
This will make it face the wrong way.
For a hint on how its done check out the connectors on the ripple rockets they are not used on vtol
Also check you configuration it maybe stating its a VTOL and not a structure.
This will make it face the wrong way.
For a hint on how its done check out the connectors on the ripple rockets they are not used on vtol
Re: How do you rotate a graphical model?
Hm, we really need to make sticky post for WMIT in artwork section with some guides.
MIH-XTC, you need to use mirroring options in transformation tab. In save dialog you should check only connectors directive.
MIH-XTC, you need to use mirroring options in transformation tab. In save dialog you should check only connectors directive.
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
Re: How do you rotate a graphical model?
I think it's due to having huge elevation values with the "Rocket-MRL-Homing-Hvy" weapon . It looks normal when it isn't trying to target something.
Code: Select all
"maxElevation": 90, (currently 800)
"minElevation": -30, (currently 500)
Re: How do you rotate a graphical model?
Berserk Cyborg wrote: ↑31 Jul 2019, 17:59 I think it's due to having huge elevation values with the "Rocket-MRL-Homing-Hvy" weapon . It looks normal when it isn't trying to target something.
Code: Select all
"maxElevation": 90, (currently 800) "minElevation": -30, (currently 500)
Oh wow you're right. That was my debugging attempt and I'm aware it's like that but was not aware that was the cause....
I've tested the min/max Elevation attribute several times and each time it seems to have no bearing... I was thinking that it was referring to the trajectory of the projectile and I was trying to create a slow arch effect.
Apparently the elevation attribute effects the turret as well then. But I still don't understand what is being referred to in terms of min/max elevation. I thought maybe it referred to VTOL flight/attack behavior.
For the people not aware, I changed the min/max elevation attribute on the model and apparently it effects the turret orientation.
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
Re: How do you rotate a graphical model?
The elevation attributes only affect turret pitch meaning how far up or down the model can move from its "base" state. So it's a visual kind of thing. You may have been confusing it with the flightSpeed attribute, which determines how fast or slow projectiles moves (which apparently has some kind limits itself: #2872).MIH-XTC wrote: ↑31 Jul 2019, 19:22 I've tested the min/max Elevation attribute several times and each time it seems to have no bearing... I was thinking that it was referring to the trajectory of the projectile and I was trying to create a slow arch effect.
Apparently the elevation attribute effects the turret as well then. But I still don't understand what is being referred to in terms of min/max elevation. I thought maybe it referred to VTOL flight/attack behavior.
Re: How do you rotate a graphical model?
Yea that makes sense now, they're the upper and lower limits used in conjunction with the recoil attribute. So it's purely a turret effect then.
Yes flightSpeed definitely has some physics limits because I set it to 5 and the ripple rockets still fired near same speed. Upper limits are another story, I set mech cyborg rail/laser to 5000 and it makes it seem intimidating
Yes flightSpeed definitely has some physics limits because I set it to 5 and the ripple rockets still fired near same speed. Upper limits are another story, I set mech cyborg rail/laser to 5000 and it makes it seem intimidating
Re: How do you rotate a graphical model?
Setting archangel to 5 or changing ripple rockets to homing-indirect and setting to 5 should work, though. Plain indirect artillery gets a minimum speed due to being affected by gravity, but needing to be able to reach the target.