Author Topic: [Tutorial]Making Add-Ons With Blender(Not Modeling)  (Read 156222 times)

A turret is a playertype that is mounted to a vehicle. Just pretend the turret would be a player. You have to include these things though

mount0 - where the person sits on the turret,

mount2 - Where to turret is mounted to the vehicle. IE the base of the turret.
Does this pic show it right? (I didn't make parenting or details yet; this is just to see if the placement is right)


Thanks! Just a couple more questions:
Is this the correct parenting:
shape>detail32>arm0 and arm2 and mesh
Is there a collision box?
(that was a stupid question)
And what do I put on the vehicle itself (not the turret) to mount it?
« Last Edit: January 24, 2010, 06:39:22 PM by Narkro555 »

Thanks! Just a couple more questions:
Is this the correct parenting:
shape>detail32>arm0 and arm2 and mesh
Is there a collision box?
(that was a stupid question)
And what do I put on the vehicle itself (not the turret) to mount it?
Mount2 is where you will mount it. Mount2 on turret and mount2 on vehicle.

So mount2 of the turret gets mounted on mount2 of the vehicle?

Why does it need to be mount2?

What happens if we want more than one turret?

How do I go about animating a Droideka?

I know how to animate, and I kinda understand bones, but how do I classify separate animations for different actions? I need to be able to have two different walking phases and a Standing > Ball, and Ball > Standing animation.

How do I go about animating a Droideka?

I know how to animate, and I kinda understand bones, but how do I classify separate animations for different actions? I need to be able to have two different walking phases and a Standing > Ball, and Ball > Standing animation.

I'm not really sure what you're trying to do here but you can have different animations in different actions by just duplicating or adding a new action, and then just deleting or setting new keyframes there..

I'm wondering how would I have 4 different animations for the same model.

I think you answered that...

So for vehicles, what all needs to be parented to Detail32?

So for vehicles, what all needs to be parented to Detail32?
The armatures and model. The collision is parented to col0

So mountpoints and the vehicle mesh?

Mount points and mesh are patented to Detail32.


Once I have everything parented correctly, do I just do a quick DTS export, or do I do something fancy with the other DTS export?

Figured it out. I've gotten it to spawn in-game.

Next problem, how do I make a transaparent color? I tried using a transparent .png, but it just shows up lighter than it should, and you can't see through it.