Rhino FS2 Tutorial

<3.1 - Hierarchy>

Local Light

Anyway, now that we have our normals and our model in the correct direction, it's time to work on the hierarchy. As you may or may not know, for a subobject in TS to be converted to a submodel in a POF, it needs to be grouped with a local light. So, since we have 5 subobjects that we want to become submodels (the hull and the 4 turrets), we need to create 5 local lights. Click on the Local Light button 5 times.

truespace eXtensions TrueView Heiarchy Editor The TrueView window - click for full image (7kb)

Now, to see what you are doing in an organized manner, open up the truespace eXtensions panel, and choose the TrueView Hierarchy Editor. This will allow you to see the Hierarchy of the groups and sub-groups in the scene in a branching, graphical display, like in Windows Explorer.

TotM - TrueView bug TrueView has an annoying bug. If you right-click on an object to bring up the context-sensitive menu, whatever object you clicked on will be deselected. So in order to be able to use the right-click menu (and you will certainly need to use it), you need to hold down one of the mouse buttons while clicking with the other - it doesn't matter which you hold down and which you click. This will keep the object selected and you will be able to perform any of the functions in the pop-up menu.

Here on the right you can see what things look like after adding 5 local lights to our scene. There are also 4 infinite lights in the scene that are put there by default. We could leave them there, as they don't actually interfere with our work, but for simplicity's sake I'll remove them.

For the turrets to be converted into FS2 turrets, they need to be grouped together with a local light. So does the hull object. Also, POF CS will convert the position of the light into the firepoint of that turret, so we can kill 2 birds with one stone (or row 2 boats with one paddle for you animal-lovers out there). This is also where we get to find out why we made those silly boxes with the turrets. :)

Those boxes happen to be positioned directly in what you would expect to be the line of fire of the turrets. They also have exact positions in TS, positions that can be copy-pasted to another object - say.... a local light, perhaps? ;)

Correct heiarchy - click for full image (3kb)

So, first of all, rename the whole object to something more relevant than NoName,1 - try flak_turret for example. Now drag one local light onto the flak_turret object, and one onto each turret## object to group them together. Once you do this it should look like the pic on the right. In case you don't know, grey 3D boxes represent objects, red wireframe 3D boxes are groups and sub-groups, and the little lightbulbs are local lights.

The name of the submodel when converted to a POF format is derived from the group name, and not the object name. So if we tried to convert what we had right now into POF, we'd end up with submodel names of NoName,1 and the like. We don't want that, so go ahead and give your groups the names they need to be recognized not only as subobjects (local lights do that job), but as turrets. Name them turret##, where ## is the number of the turret. You can also append to that name anything you want, so for example you could give all the flak turrets names of turret##-flak or something.



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