
I havenāt posted in this thread yet except for a tiny techincal comment? What the hellās wrong with me?
Iāve never been a big fan of really any HW2 Vaygr ship, the BC far from an exception. But I am a fan of that missile BC. It think I can safely say itās my favorite VGR ship, period. (Iām considering HW@ vaygr a different category here, to be clear.) I hope you keep at it, 'cause this is good stuff.
Heh, OK. 
This is an ancient problem, possibly related to my latch point orientation missalligments. But itās about time Iād fix it, because in a case like this itās unignorable:
Does anyone have a clue what the **** is wrong with my turrets?
Reset Xform -> Collapse Modifier?
Broken record, I know, but it looks like your turret axes are misaligned. Which suggests either the turret object transform hasnāt been reset, or the turret joint in the main ship file is pointing the wrong way.
Reset Xform didnāt do it. Next thing Iāll do is remake the joints completely from scratch, or generate them with the maxscript tool someone here made.
Damn I could really use someone else to figure out all the problems Iām having. All the nonsense Iām so hopelessly failing to figure out take away so much time from actually doing somethingā¦
Bugged turret and latch point orientations, bugged non-zero weapon accuracies, getting the third level of unitcaps to exist, hunt down all the issues that preven me from releasing the old R.E.A.R.M. all these months since the gameās launchā¦
Just throw the problems at someone a say āthere, solve itā, that would be so blissfully beautiful.
The depressing part of being a one man mod. No help at all.
What do you mean by non-zero weapon accuracies?
When I give a weapon 0 accuracy value against a certain class, it still shoots and hits that class. It makes no sense whatsoever.
I donāt have Max, but I do want to get my hands dirty setting up ships for Hodor. If you get me a link to the .dae Iāll see if I can sort anything out in Blender.
Actually I think thatās fixed now. I just used the RM_Tools script, the new joints have different pivot orientations (Y-up instead of Z-up).
I want to know what thatās gonna do to my latch points.
Just discovered this thread and enjoyed reading about the step by step development of the model(s). Very interesting even for the ānon-initiatedā person. Kudos to you. The models look fantastic. Looking forward to see more.
Remember that Cruiser from three posts above?
I just found out that if I put it upside down, it looks like Hiigaran pirate:


I find that really funny.
The ship looks way meaner when itās upside down.
I had to share this, even though it serves no purpose whatsoever.
Anyone who can modify/expand a script for me?
I know exactly the functions I want, just not how to write it.
whatās the script do, and whatās it need to do?
Hey!
Itās expansion of this one:
The script is RestrictBuildOption for BCs. I want a Cruisers unitcap ship type, but inside that I need a lower number of BCs, the script does that.
-Firstly I need it to function for all players and both races. (each race also locks/unlocs different ships)
-But it also cannot be restricted by a single ship (the hgn_battlecruiser or the vgr_battlecruiser), but by a group of ships (the Battlecruiser family, because I already have two Vaygr BCs).
Say I build a Vaygr BC and a Vaygr Missile Battlecruiser. That fills the 2 ships limit and lokcs out all Battlecruiser class ships.
-I also need (hope itās possible) to have exceptions for different unitcaps. Normal state would be the script allows me to build 2 BCs. But for Small unitcap I need only 1 BC and for huge the script can be disabled.
Shouldnāt be too hard, though some care will need to be taken to make it properly flexible for future updates. I can hack on it, though I canāt make promises on timeframe. It might help if you sent me a test version of REARM2 on which to test.







