Ziemanskye on 4/11/2005 at 17:25
More or less, if you ignore the collision meshes visible in that.
I put the spike at the bottom as a seperate object, because I didn't know if the exporter uses the object's origin or the world's.
Around here somewhere someone said that you could export all through the converter and it'd do all the objects to their own tim files, so I kept both in the same file.
ascottk on 4/11/2005 at 17:51
Few more questions:
There's a few more objects: Hard Point, High Detai0, High Detai, High Detail, hp_collPiv (some just show as red boxes), and a few Collision boxes. I'm assuming some are attachment points but I'm not sure.
What's the height on this thing?
Ziemanskye on 4/11/2005 at 17:59
Total height of the main post should be around 192 units, I'm not sure exactly what it is.
There should be: (the names might be off a little, bear with me, and the = indicate hierachy levels, hopefully)
zFS_CollectorPost
=Collision (Dummy object, just an outline to look at)
==High Detail (Dummy Object again)
==hkconvex_box01 (the collision models, I think there's 01-04)
=Hard Point (dummy object)
==hp_collPivot (dummy object - wanted to see if it'd show as a hardpoint for attaching things to in the editor)
and the other object...
zFS_CollectorSpike
=Collision
==High Detail
==hkconvex_box01 (only 01-02 in this one)
That should be it, I think.
I'm just basing that on things posted ages ago where rujuro worked this out, and making up the hard point stuff out of optimism.
ascottk on 5/11/2005 at 19:30
Sorry it took so long. The ASE file worked better but I had to replace the collision meshes because it was exporting those as separate meshes. I tested the attachments but they don't work too well. If you tweak the offsets they should work.
(
http://rapidshare.de/files/7233398/zFS_Collector_tim.zip.html)
Ziemanskye on 5/11/2005 at 21:26
Thank you.
(I haven't tested it yet, but I know you have things of your own to do).
For the record though, what was wrong with the collison boxes? I assumed something would have gone wrong, but just incase I try make any more I'd like to know.
ascottk on 5/11/2005 at 21:35
Quote Posted by Ziemanskye
Thank you.
(I haven't tested it yet, but I know you have things of your own to do).
For the record though, what was wrong with the collison boxes? I assumed something would have gone wrong, but just incase I try make any more I'd like to know.
I guess max 5.1 was interpreting those boxes as regular meshes. Are you using the collision maker script that came with t3ed (it might work with later version of max)? It could also be a version problem. I ended up assigning collision meshes per part (top of the collector, the post, base, two on the spike).