How to create weapon dummies
From X-Wiki
Creating dummy models for weapons is fairly straight forward, ONCE you realize just how straight forward it actually is.
Creating dummy models for multipart weapons (like turrets) is a bit more involved, but also easy enough once you know how.
First thing you want to do, is load the scene file for the object you want to make a dummy for. Make sure 'Detach Parts' is unchecked. These steps won't cover how to make a dummy for a model with multiple LOD's (Level of Detail). Someone who knows more will have to say if thats necessary.
If the object loaded only has 1 part (simple turrets, individual guns for fighters and such), your job is almost done.
Click on the Utilities button http://myweb.cableone.net/sarnold1/dummy1.jpg . Then select your model (don't include the reference tag) and hit http://myweb.cableone.net/sarnold1/dummy2.jpg then http://myweb.cableone.net/sarnold1/dummy3.jpg . Next, press http://myweb.cableone.net/sarnold1/dummy4.jpg , then http://myweb.cableone.net/sarnold1/dummy5.jpg .
Once you've done that, go to DBOX and export the results as a bod, using the format 'mydummy_dummy.bod'. (replace 'mydummy' with whatever the scene file has for a name before the '_scene' part.
Now, with multipart guns (like turrets), things get just a tad more difficult.
Load the scene, like above. Click the Modify button http://myweb.cableone.net/sarnold1/dummy6.jpg .
Now, you need to decide what is the 'main' item of this dummy. For turrets, its usually the base or socket. Select this item, and the modify menu will pop open. In the 'Edit Geometry' rollout, select the Attach http://myweb.cableone.net/sarnold1/dummy7.jpg option.
Next, click on the next object you want to be attached to the main object. This is usually the body of the turret. When you click, you will be asked how to handle material's and id's. Select 'Match Material ID's to Material, and check 'Condense Material and ID's, then click ok. Repeat for all other parts except the reference marker (its not needed).
Once your done, all the parts will be 'joined'. Then, http://myweb.cableone.net/sarnold1/dummy1.jpg -http://myweb.cableone.net/sarnold1/dummy2.jpg -http://myweb.cableone.net/sarnold1/dummy3.jpg , and http://myweb.cableone.net/sarnold1/dummy4.jpg -http://myweb.cableone.net/sarnold1/dummy5.jpg
One optional proceedure, which is only necessary if the base of your 'Main' object of the attach phase does NOT have its base parked at 0,0,0 on the grid, is to center the pivot point. For this click Hiearchy http://myweb.cableone.net/sarnold1/dummy8.jpg , select the 'Pivot' tab, then click 'Affect Pivot Only' http://myweb.cableone.net/sarnold1/dummy9.jpg . Hit the Select/Move button http://myweb.cableone.net/sarnold1/dummy10.jpg , and adjust the pivot point to 0,0,0 on the grid. You may find it easier to use the coord display, http://myweb.cableone.net/sarnold1/dummy11.jpg , and type 0 into each field.
Once your done, Export the body as a 'dummy', like above.
You have now sucessfully created a weapon dummy. This will be what you enter in the weapon id's in TShips for guns and turrets, and used in ship scenes for placing weapons.

