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Turret Rigging - Author: Laubi


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  1. Creating the turret:

    Of course the firs part is, that you create your turret in GMAX/RenX, you are restrickted to this rules:

    * Only one turret

    * maximum 2 different weapons

    The one I using in thuis tutorial is a modified Flack that I once boned for Warpath:

    image-26-IMAGE_TURRET.JPG

  2. Creating the three parts for the turret

    A turret consists of three logical parts: The base (red), the turret (blue) and the barrel (yellow)

    image-26-IMAGE_PARTS.JPG

    To archve this select one mesh from the base and activate in the Modifier Tab the attach button:

    image-26-IMAGE_ATTACH.JPG

    Now click on every object that is part of the base, maybe a warning pops up:

    image-26-IMAGE_WARNING.JPG

    Select the first option and press ok, go on, untill everything for the base is attached to one object.

    Now deselect Attach!!

    Now repeat this for the Turret and the base.

    After that, select your bottom, name it: v_bottom, the turret: v_turret, the barrel v_barrel.

    These Names doesn`t really matter, but this naming make it easier for you alter to identyfy what object is the right one.

  3. Get the needed bones and MuzzleFlash:

    Goto file --> Merge

    Browse to your RenegadeTools directory. Westwood provides you with the gmax version of the Humvee.

    Select that file:

    image-26-IMAGE_MERGE.JPG

    After that a little dialog pops up, select the following Items:

    image-26-IMAGE_ITEMS.JPG

    Press ok, you will now recognize some new stuff in your Gmax-Scene:

    image-26-IMAGE_NEWOBJECTS.JPG

    Press `H` and select the merged objects:

    image-26-IMAGES_SLECTOBJECTS.JPG

    Now rotate the object so that the Muzzleflash is infront of your gun:

    image-26-IMAGE_ROTATE.JPG

  4. Now its boneing time:

    Select the turret.00 bone. First action is remove the .00 from the name.

    Now move it (DON`T ROTATE IT!) to the position where the roation centere of your turret is.

    The turret later will rotate around this position:

    image-26-IMAGE_B_TURRET.JPG image-26-IMAGE_B_TURRET_TOP.JPG

    Next one is the barrel.00 bone. Remove here also the .00 and move this bone tho the position where the barrel later will go up/down:

    image-26-IMAGE_B_BARREL.JPG

    Now its time for the MuzzleA0.00. Remove the .00, move this bone to the position where the bullet later should leave your turret:

    image-26-IMAGE_B_MUZZLE.JPG

    image-26-IMAGE_B_MUZZLE_TOP.JPG

    Positioning of bones is now complete. If you have not done it until now, save your work.

  5. The LinkAge:

    Now you must `Link` your Objects to the bones. That simply means, that if the Bone is moved, this object is also moved.

    Select your v_turret, activate the Link (image-26-IMAGE_LINK.JPG) Mode. Then press `H` and Link it to the `turret` bone:

    image-26-IMAGE_LINK_DIALOG.JPG

    Now select the v_barrel and link it to the `barrel` bone.

    Deaktivate the Link Mode and press `H`, activate [x]display Subtree, it should look like this:

    image-26-IMAGE_LINKAGE_REDAY.JPG

    Most work is done now.

  6. Final RenX steps:

    select all your V_ objects and activate the W3D collisons setting: Projetile:

    image-26-IMAGE_W3DSETT.JPG

    Create a box that covers your whole turret, name it Worldbox:

    image-26-IMAGE_WORLDBOX.JPG image-26-IMAGE_WORDLBOX_MESH.JPG

    activate the following W3D settings for your Worldbox:

    image-26-IMAGE_WB_W3D.JPG

    Congratulation! The RenX Part is done and you can export your Turret as Hirachial Model:

    image-26-IMAGE_W3D_EXPORT.JPG

  7. Adding your turret to your Mod:

    Open up Commando with your Modpacket, goto your Preset tree and go: 

    Object --> Vehicles ---> mounted ---> Nod Turret --> Nod turret MP -- Nod Turret MP improved and Press ADD (or TEMP if you want it for a .mix map):

    image-26-IMAGE_COMMANDO_ADD.JPG

    Enter anName, e.g. Tut_Turret, under The Physics Model Tab select your exported W3D:

    image-26-IMAGES_TURRET_W3D.JPG

    Press OK, load your Map and add it:

    image-26-IMAGE_LVEDIT.JPG

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