How to place scar1.hob on hull

using damage textures with new ship models -> trek.exe basics; support/discussion/questions

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thunderchero
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How to place scar1.hob on hull

Post by thunderchero »

Hi Everyone,

placement is done all in creator 3.0, since many do not have this software I am only going cover the basic placement.

1. placement area must be flat or you will get display issues as view point goes past scar1.hob
2. all matrix adjustments are calculated from center of scar1.hob, not center of model.
3. scar1.hob is always oriented the same direction, the view point is from front of model (before matrix adjustments)

here is my "phaser_damage_slots.flt" file.
phaser_damage_slots.zip
(3.66 KiB) Downloaded 6 times
This file only has the single vertex slots
1 - 8 phaser slots
32 - 39 damage slots
damage slots have an extra 4 point polygon that is only used during calculation and deleted before conversion.

I will start with the placement of slot32
here is where I plan on putting scar in this case p438 (make note of polygon id)
1.jpg
1.jpg (310.21 KiB) Viewed 134 times
next use the "trackplane from face" and make grid as small as possible 0.1000
2.jpg
2.jpg (870.99 KiB) Viewed 134 times
with smaller grid this will allow you to place damage vertex on any cross point on grid. so I will select as close to center as possible.
select the polygon and vertex in slot32 then select maneuver/translate, in new window set to "to point" and select cross point on grid for slot32 vertex. and select "ok" to close translate window.
3.jpg
3.jpg (831.93 KiB) Viewed 134 times
now the slot32 vertex and polygon are in position.
next we need to center the grid on the slot32 polygon.
use 'trackplane from face" and select the slot32 polygon. then use "trackplane from vertex" then select the closest cross point on grid to the center of the polygon. now the red cross lines are in center of the slot32 polygon. click ok to close track from vertex window. using the "grid smaller" button make grid as small as possible.
4.jpg
4.jpg (306.07 KiB) Viewed 134 times
next using the "rotate grid" adjust roll, pitch, yaw until grid is same angles as model surface in this case
0 roll
84 pitch
-3 yaw
to get these value you just need to watch movement and slowly adjust until it is level with surface
note; the cross point was slightly under surface that is ok scar1.hob uses vertex on top of surface.
5.jpg
5.jpg (254.71 KiB) Viewed 134 times

now you can delete the slot32 polygon (not the vertex)
select slot32 object and use "insert transformation matrix" in new window
select "rotate point" and add after
again select "rotate point" and add after (you need 1 for each change pitch and yaw)
select "scale" and add after
6.jpg
6.jpg (267.07 KiB) Viewed 134 times
select top rotate point
first lets add pitch value 84 degrees
set all in center column to 0.00 (center point of scar1.hob)
j to 1.0000 (100% change to pitch)
set rotation to desired value (84 degrees)
7.jpg
7.jpg (62.72 KiB) Viewed 134 times
select second rotate point
next yaw value -3 degrees
set all in center column to 0.00 (center point of scar1.hob)
k to 1.0000 (100% change to yaw)
set rotation to desired value (-3 degrees)
8.jpg
8.jpg (64.64 KiB) Viewed 134 times
time to set scale
set all in center column to 0.00 (center point of scar1.hob)
Y = should always remain 1.00000 making scar thicker or thinner has no effect
change X and Z to desired size reference polygon is 0.500 x 0.500, I used sizes from .2 -> .5 in test model Ragnar.
9.jpg
9.jpg (58.53 KiB) Viewed 134 times
after that you still need to move the slot32 (with vertex) into the same bsp plane as the location polygon p438.
select p438 on model and center click in hierarchy view to center hierarchy view on p438
note; moving slot32 is tricky on large models.
10.jpg
10.jpg (308.04 KiB) Viewed 126 times
repeat for the rest of damage slots save and convert
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