This tutorial is for those of you who aren't happy with using existing turret models and are eager to introduce your own designs. Knowledge of the assembly and material editor is assumed.
Let's begin with the fundamentals...
Each turret in the game is assembled into an *.asb file from three individual parts.
These parts are connected in a parent-child relationship which is important for the turret to work properly in-game.
Here’s an example of an assembled turret (Spg2/Models/Turrets/Tesla/tesla.asb)
The order of segments in the assembly file is important and MUST be adhered to. 1.Base | 2.Neck | 3.Head | 4.Dummy(s)
The txt tag refers to the file being a textual file. Before using in the game, save the assembly as a Compressed assembly file via the editor. This will convert the file into binary form and greatly speed up load times.
Important notes on each segment are outlined below. The order in which they are presented here is the mandatory order in the assembly file.
Total number of dummies (barrels if you wish) MUST NOT exceed 4
Linking a turret model to a weapon is done through two database tables:
Pay attention to the Unique ID each entry has (First column)
Spg2/Base/LightWeapons.wdt – each light weapon has a unique entry in this database. Column 13 holds the turret model ID from Turrets.wdt
Heavy weapons DO NOT have a visible turret!
Copyright © 2005-2017 Intercorona d.o.o.
Intercorona, LGM Games, Starpoint Gemini and Whale Engine are trademarks of Intercorona d.o.o. All Rights Reserved.