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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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  • Main turret bone
  • Checklist of possible elements linked to the turret bone
  1. Modeling
  2. Vehicle Model Setup Pipeline
  3. Bone hierarchy in vehicle models

Turret

Last updated 3 months ago

Main turret bone

The turret bone represents the visible part of the hull corresponding to a tank's turret. It is linked to body bone.

If the real-life counterpart has rotation functionality, the turret bone operates using inverse kinematics.

Properties of the turret bone:

poly

Makes the turret visible.

ID=turret

Identifies the turret.

Animation

Defines animations for destruction and restoration (if applicable).

IKSpeed=<value>

Sets the rotation speed of the turret (if rotation is implemented).

IKType

Specifies revolute if turret rotation is supported.

IKTerminate

Locks turret rotation.

IKMin=<value> / IKMax=<value>

Defines turret rotation limits (if applicable).

Checklist of possible elements linked to the turret bone

  • Primary bones:

    • rot_gun: the main gun of the turret.

  • Secondary bones:

    • detail: visual detail, if specified by the model's design;

    • shield: additional armor part, if specified by the model's design;

    • enumerator, if the vehicle model typically features an Identification Number on the turret);

    • cover.

  • Helper bones:

    • Machine gun bones (if specified by the model's design);

    • gunner2: the position for the anti-aircraft gunner;

    • fxfire2: effector for spawning special effects like turret fire;

    • turret_vol: defines the visible turret shape and manages its collision with the game environment.

Last updated 4 months ago.

Turret bone linkage to the body bone
Illustration of turret bone properties
Illustration of turret bone properties