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Thread: Please ask your basic (newbie) questions in here.

  1. #701
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by Gestalt
    How do I add hardpoints to static meshes in 3ds Max for attaching lights and emitters?
    Use Dummy objects & rename them if you want (I think it's generally hp_blahblah) then you need to link them to the mesh.

  2. #702
    Member
    Registered: Nov 2004
    Location: The Kingdom of Prester John
    Thanks! I've got it in game, but the light's attached to my lamp's pivot point instead of the hardpoint I created. How do I change this?

  3. #703
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    If the hard point doesn't show up then the dummy object isn't linked to the mesh. Like this:


  4. #704
    Member
    Registered: Apr 2005
    Location: He's behiiiind yoooou!
    Are you actually attaching a separate Light object to the lamp (via a RigidAttachment or similar), or does the lamp itself have lighting properties?

    If the former, go into the Actor Links dialog, select the RigidAttachment link, and hit Edit Selected Link. There are some properties there that specify which hardpoints the attachment uses; I think they're named something like hp_parent and hp_somethingelse, I forget exactly. Anyway, select them and click on the "..." button to get a list of possible choices. If you fiddle around with them enough they should work.

    (Sorry if I'm sounding patronising here, I know you know how to use the editor but I just want to make absolutely sure we're on the same page. )

    If the latter, I'm really not sure. I know that the built-in torches have some way of specifying where the light comes from, but perhaps they just have their pivot point set above the actual object?

  5. #705
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by Crispy
    If the latter, I'm really not sure. I know that the built-in torches have some way of specifying where the light comes from, but perhaps they just have their pivot point set above the actual object?
    For the torch I converted I added the LightHardpointOffset to:

    x=0
    y=6
    z=0

    Actually I was just looking at the hardpoints for the hand torch. There's:

    hp_ambientvertex
    hp_ambientvertex01
    hp_emmitter
    hp_LeftHand
    hp_lighttarget

    When you add a light to the archetypes the light itself automatically goes to hp_lighttarget.
    Last edited by ascottk; 16th Nov 2005 at 22:31.

  6. #706
    Member
    Registered: Nov 2004
    Location: The Kingdom of Prester John
    Excellent, it's working now. I don't have much experience with exporting things, just a bit with modelling and texturing, so this is sort of new to me. Thanks!

  7. #707
    Member
    Registered: Apr 2005
    Location: He's behiiiind yoooou!
    Quote Originally Posted by ascottk
    When you add a light to the archetypes the light itself automatically goes to hp_lighttarget.
    Ahhh. That's handy.

    Was about to wiki that, but STiFU beat me to it.

  8. #708
    Member
    Registered: Oct 2005
    Location: Dortmund, Germany
    hrhrhr... I made this other texturing method post and so i thought i could add about pivots and hardpoints too. (I got that pivots thing on my own *proud*)

  9. #709
    Member
    Registered: Oct 2005
    Location: Dortmund, Germany
    Need help with the collision maker. Until now i didnt notice any problem with that plugin, but now there is a big one. i made up this arch:


    But when i run the collisionmaker the convexhull is just a box.


    I tested it in the editor cause i thought that it might just be a bug in 3ds, but it didnt work, while exact collision worked well of course. But i assume that this would cut lots of performace. Does anyone know how i could make a working collision hull?

  10. #710
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by STiFU
    Need help with the collision maker. Until now i didnt notice any problem with that plugin, but now there is a big one. i made up this arch:

    I tested it in the editor cause i thought that it might just be a bug in 3ds, but it didnt work, while exact collision worked well of course. But i assume that this would cut lots of performace. Does anyone know how i could make a working collision hull?
    I normally select a face or polygon on the mesh then apply the collision mesh. There's more accuracy by doing that.

  11. #711
    Member
    Registered: Oct 2005
    Location: Dortmund, Germany
    Ok thanks... ill try that!

  12. #712
    Member
    Registered: Mar 2005
    Location: Scotland
    I notice your arch looks quite similar to one of the original smeshes (ManArch something, I think) which has exactly the same problem - maybe Max just doesn't like that sort of shaped meshes.

  13. #713
    Member
    Registered: Oct 2005
    Location: Dortmund, Germany
    I got it running with the method ascottk just pointed out. And i managed to texture it aswell, which was partly very hard. But it works now!

  14. #714

    Defender of the Crown

    Defender of the Crown - I've searched through the whole forum, but haven't found any clues on what Garret is left to do after the Crown is Stolen... The objectives just don't show except for those of loot and special object find options... They are numbered, though, and whenever I complete an Object, one of the empty numbers marks as fulfilled. But I don't see the script and so it makes it difficult to figure out what are the options left. No I have stolen the crown, and there are still two objects left - last and second ones. I figured that the last one is escape. It must be. And what is the second one???

    Actually, it's the same with all FMs I just don't see my objectives though successfully passin them... Don't think it's supposed to be that way... So I need help, if not on script scheme then at least on the Defender of the Crown second objective...

  15. #715
    Member
    Registered: Jan 2001
    Location: Exiled in sassenachland
    Alien: you want to be in the fan mission forum rather than the editors guild. Nevertheless, missing objectives are usually caused by having the wrong T3Main.exe version. Try downloading and installing the all-in-one version of Garrettloader from the GL site.

    In other news, has anyone seen my gridsnap? I had it yesterday, I changed the grid size down to 1 to place a smesh, put it back to 8 and now nothing will snap. I've tried the "always snap" option, the right-click menu and using the vertex tool on the nodes but nothing works. I'm completely stuck without it, so any advice gratefully received.

  16. #716
    Member
    Registered: Dec 2001
    Location: Marlboro, MA, USA
    Yes, it's most likely the T3Main.exe problem, just download the right one and replace yours with it.

    Also, if you really wanted to, you could open the zip and take a look at Content\T3\Conversations\defend.con using notepad - it's messy but you CAN read the objectives there. Same for all FMs, that .con file has them

  17. #717
    Member
    Registered: Jan 2001
    Location: Exiled in sassenachland
    Quote Originally Posted by GlasWolf
    In other news, has anyone seen my gridsnap?
    It was hiding under the "Toggle drag grid" button. I'm an idiot.

  18. #718
    Quote Originally Posted by Komag
    Yes, it's most likely the T3Main.exe problem, just download the right one and replace yours with it.

    Also, if you really wanted to, you could open the zip and take a look at Content\T3\Conversations\defend.con using notepad - it's messy but you CAN read the objectives there. Same for all FMs, that .con file has them
    The idea came to me together with the reading of your advise Amazing how slow you become after work

  19. #719
    Member
    Registered: Nov 2005
    Location: Stoke, UK

    Help with scripting problems I've already solved

    Hi all. This is my first attempt ever to use any game editor and I'm rather new to these forums too, so forgive me if my question has been answered lots already! I *did* read half the wiki and do a few searches before asking

    I was struggling with scripting problems last night for quite a while. I did solve my problem in the end, but I never worked out why it was that my 800th or whatever attempt worked while the previous ones failed. I'm hoping someone can give me a pointer so it doesn't take me so long next time (and I'd like to know anyway!). Please forgive the imprecise triggerscript wordings -- I don't have the editor available at this computer

    My first big room for Komag's C7 requires a few inanimate objects to move back and forth along straight lines without turning, on the command of a script. I got the needed movement beautifully by subclassing my actors from WindowMetalDoorSliding, giving them a new mesh from the static browser, deleting or replacing their sound scripts, and playing with their SlidingAttachment link settings. The problem came when I tried to operate more than one 'door' at time intervals from the same script.

    WindowMetalDoorSlidings inherit scripts that have them open or close when they receive a propagated message Frob. Specifically, they have a script that receives that message and toggles property bIsLocked, and a further pair of scripts one of which fires when bIsLocked changes to either value; these latter scripts actually open and close the door.

    I found I could operate the doors fine sending message Frob but I couldn't make two of them move one a set delay after the other with any combination that involved both 'Progagate message blah to second doorthing' and 'Set bIsLocked to False on Myself' type commands in a single script. Significantly it did work if I split that script in two, and had two 'Propagate message' scripts each of which fired a separate script which changed the boolean!

    In most combinations, any script which went something like:
    • When I detect propagated message 'foo' on Myself
    • Change bIsLocked to [bool] on Myself
    • Wait 1.5 secs of game time
    • Propagate message 'foo' to [otherDoorThing]
    • Reset script conditions and actions


    Would result in the second 'door' moving after the prescribed delay but the first doorThing (the one with the script attached) would not move. I know the script is firing alright, therefore, but for some reason changing the bool did not fire the other script that waits for the boolchange ('On the event that property [bIsLocked] is [bool] on [myself]') if the script that changed it also had a 'Propagate' command.

    I got it all working as intended eventually by setting a flag to stop the actors inheriting scripts at all, and substituting a script which used the 'Open any doors at the end of [linkflavor]' command directly, and so avoiding use of scripts watching booleans altogether in the 'door' opening / closing procedure. I've achieved a toggle by setting a new bool whenever a 'door' opens or closes, and having a pair of scripts only one of which fires for each value. The flag gets set after 1 second after the script fires because otherwise the first of the scripts to be tested can re-set the flag before the conditions have been assessed for the second script (so both fire). But I intend to use a lot more scripts and I could do without having that much trouble each time I write one!

    Anyway, I've waffled on far too long. Has anyone got any pointers or links to threads I might have missed that would be useful for me? I'm a programmer by inclination, not a graphic or game desinger, so I guess my FMs will naturally tend towards the script-heavy.

    Cheers all

    Veledan

  20. #720
    Did you have triggerscript links from the button or volume to the first object, and a triggerscript link from the first to the second object?

    I don't know that there would be any problems with that, but I'm not sure.

  21. #721
    Member
    Registered: Jan 2001
    Location: Exiled in sassenachland
    Maybe this belongs in the smesh wishlist/repository threads, but I'm really struggling without darkened windows. Most of the window smeshes have either bright orange (external) or bright blue (internal) glass texturing, and my mission is based around a partially deserted (unlit) house. The only window smesh I can find with a dark grey glass texture is the tall thin window used all over the cradle exterior, but that doesn't really fit. I'm presuming reskinning part of a smesh (the glass, obviously) isn't possible outwith max, correct? Any other ideas that might help me?

  22. #722
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by GlasWolf
    Maybe this belongs in the smesh wishlist/repository threads, but I'm really struggling without darkened windows. Most of the window smeshes have either bright orange (external) or bright blue (internal) glass texturing, and my mission is based around a partially deserted (unlit) house. The only window smesh I can find with a dark grey glass texture is the tall thin window used all over the cradle exterior, but that doesn't really fit. I'm presuming reskinning part of a smesh (the glass, obviously) isn't possible outwith max, correct? Any other ideas that might help me?
    I just copied this from the wiki:

    To apply a texture to a static mesh
    You can pick a texture and apply it to a static mesh using the Alt-Leftclick combo. (Although, it keeps the same UV mapping so it sometimes looks weird). Then add the skin under the static mesh right click menu. If you don't add the skin to the static mesh, it will not be stored.

  23. #723
    Member
    Registered: Jan 2001
    Location: Exiled in sassenachland
    Holy crap, I didn't realise it worked on parts of the smesh, just tried it and it's perfect. Guess it depends on how the smesh was created and skinned in the first place. Cheers Scott!

  24. #724
    Member
    Registered: Oct 2005
    Location: Dortmund, Germany

    Yes. If the object has more than one material ID, you can apply more than one texture as well. I took me some time to notice that too, but its very useful. That is why it is so important to uvmap conscientiously. If you dont, applying other textures in the editor to custom smeshes can look very weird.

  25. #725
    Member
    Registered: Nov 2005
    Location: Stoke, UK

    Re my scripts problem

    Hi Bardic. Yes, I did try lots of combinations of having scripts on both objects, and trying to fire the second from the first, but in all cases the second object would move (so I know the scripts fired) but the first wouldn't.

    I eventually got it working by taking the scripts off the second door object entirely and placing both the 'Open any doors' commands on the first.

    I guess I'll have to just keep playing with it. I realise now I tried so many things that I can't actually give a specific enough account of what did and didn't work. I was hoping the problem would be recognisable as a known phenomenon which had been thrashed out already!

    Cheers

    Vel

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