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FPSC Classic Models and Media / Model Pack 3 Girders and Struts Confusion

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kms
16
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Joined: 9th Jan 2009
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Posted: 16th Jan 2011 08:23 Edited at: 16th Jan 2011 08:23
So, I know that this pack is rather old, but I'm hoping that with some of the deals TGC has been having lately, more people will have messed around it, and someone can answer my question. My inquiries relate to the girders and struts of the pack. Basically, I can't seem to think of out how to get them to work without going into the *.fpe and manually trial-and-erroring the different values, which doesn't seem like it'd be the proper solution (perhaps I am wrong about that?)

In the main advertising screenshot, they appear to be used in ways that I have found unable to manage myself (such as the horizontal/vertical pieces aligning or the vertical strut sitting at an angle along the roof.) The girders also seem to correspond with the "wrong" parts of the roof, meaning that strut 1 sits aligned to roof 2, strut 2 sits aligned to roof 3 and strut 3 sits aligned way back with roof 1, making a very odd alignment. I'm sure that I'm doing something wrong here, and I feel very stupid asking this, but... how did you all get these pieces to work together? Perhaps I am using them in entirely the wrong way? I guess I just presumed, for example, that the struts were meant to align to the roof, since that is a common place for them in warehouses, and their angles do match perfectly with the roof, albeit different pieces than I might have expected. Do I need to convert everything into entities? I am unsure how trying to align them unseen at the bottom of a roof might work.

Any help would be appreciated. I attached a very poor test screenshot of some examples of some of my confusions. Thanks in advance.

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anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 17th Jan 2011 16:19 Edited at: 17th Jan 2011 16:32
Please read post below (1 down)... I thought the girders were entities

Cheers,
Anayar


For KeithC
Bejasc3D
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Location: Down Under
Posted: 17th Jan 2011 16:25
You cant adjust them, as they are segments.
anayar
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Location: Minneapolis, MN
Posted: 17th Jan 2011 16:29 Edited at: 17th Jan 2011 16:32
Whoops... you're right Titanium...my bad. In that case I think what you should do is to change the Segment into an entity. It is quite easy, but if you have any troubles let me know

Cheers,
Anayar


For KeithC
anayar
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Location: Minneapolis, MN
Posted: 17th Jan 2011 16:37
Sorry for the double post....but hit me up on MSN if youre still having problems (converting them to entities, that is).

My acc is:
anayar2[at]gmail[dot]com

Cheers,
Anayar


For KeithC
kms
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Posted: 18th Jan 2011 05:08
Thanks for your response. I think I know how to convert the items into entities, so I'll try that. I appreciate you giving me your info. If I have any problems, I'll shoot you an e-mail. I guess I was just trying to figure out if that was the way that the original author intended the items to be used (converted to entities), or if I was just making a mistake when attempting to arrange them, you know?
xplosys
19
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 18th Jan 2011 15:21
If I'm not mistaken, you can adjust the offsets in the FPS files. I think I've done it before.

Brian.

... and the band played on.
JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 18th Jan 2011 23:13
Quote: "If I'm not mistaken, you can adjust the offsets in the FPS files."


Yep. That's the simplest and most effective method. I've done it on the girders a few times.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
kms
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Posted: 20th Jan 2011 00:20
Oh, okay. I definitely think I'll try that first, then. Thanks!

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