Ziemanskye on 5/11/2005 at 21:44
No, I wasn't using the generator - I was trying to do it by hand to see how it worked.
Too used to the MCDC*_* collisions of UT2k3 I guess.
And I've got it in the editor now, and it doesn't seem to want to cast shadows. Thankfully I didn't want it to, since it's a glorified lighting effect, but if anyone else tries to use it, that could be a problem.
*sigh* You'd think this'd be easy.
Though the collision thing might have been me not setting up the dummy objects right - the old post I read describing how to do this said the ones from the script had a user defined property with names COLL and COHI before it hit the actual collision meshes, which I didn't have (having never had to add user defined properties before, so not know how)
Edit:
Okay, insert healthy does of me being a moron. Have to have camera inside the level to see shadows. The points don't cast shadows, but I already knew they wouldn't (because they aren't closed meshes)
Edit 2:
Incase anyone wants to try again, I've closed the holes of the spikes (so they'd cast shadows), changed some of the UVs (cause one face was inside out, and the bevelled sides didn't work as well as I'd hoped when in game), renamed and moved the dummy objects a bit (and added the User Defined names, so hopefully they'd pick up right), and capitalised the collison models (because it looks important in the collision maker script - it doesn't run but I could read the maxscript code)
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http://img127.imageshack.us/my.php?image=collhierachynew8ee.jpg)
Inline Image:
http://img127.imageshack.us/img127/1383/collhierachynew8ee.th.jpgand it's in *.max, *.3ds, *.ase, and *.obj here
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http://rapidshare.de/files/7242914/Collector.zip.html)
STiFU on 11/11/2005 at 17:45
I got two custom meshes here too. Can someone compile plz? It is a grating for a sewers entry and a hangman which is very very important for my FM. So if someone only wants to do one of them, plz do the hangman. The files are in .ASE and in .3DS format in the following .rar . Thanks to Ziemanskye again who helped me so much on this!! And thanks in advance to the nice guy or woman who hopefully compiles the meshes for me... :)
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http://rapidshare.de/files/7489377/meshes.rar.html)
P.S. The texturing of the hangman is pretty bad, but i could not do it any better, cause i am a noob to 3ds. But the place where i want to set it up is very dark anyway. Its just stupid for the other people who would like to use a hangman...
ascottk on 11/11/2005 at 19:00
Quote Posted by STiFU
P.S. The texturing of the hangman is pretty bad, but i could not do it any better, cause i am a noob to 3ds. But the place where i want to set it up is very dark anyway. Its just stupid for the other people who would like to use a hangman...
Yeah the texturing is pretty strange. It would actually be cool for a cell shader mod though.
I had to redo the collision meshes because max 5.1 exports the collision meshes as regular meshes. I don't know why but it doesn't really matter beause it's easy to fix.
Here's they are, BTW:
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http://rapidshare.de/files/7493601/STiFU_Meshes.rar.html)
STiFU on 11/11/2005 at 19:58
Cool! thanks. The texturing of the hangman was not that bad in the first place. I mean now there are no textures at all. :) But i guess thats because i do not understand the uvw unwrapping. I will have to do some tutorials first.
But the grating works fine and i know why: Ziemanskye did the uvw unwrapping on that one... I hope i can find a good tutorial for that.
But first of all: With which "uvw method" is T3 working? Is it planar or something different?
Ziemanskye on 11/11/2005 at 22:00
Hey ascottk, I had a thought about why the collision meshes don't seem to want to work - you said it's the *.ase files that you're working with right (because the *.max are version specific, and the *.3ds mangle the names)?
I read one in notepad, and it throws away the User Defined COLL and COHI names in the dummy objects, so maybe that's where it's going wrong - the script isn't finding what it thinks it needs to recognise the objects...
It's just a thought but if you could spare the time to check by loading one of the uncompiled things and adding those properties yourself it'd be cool - ruling out options is good, and it means we can get some more info for how to set things up incase we ever get an arbitrary *.tim compiler.
ascottk on 11/11/2005 at 22:20
Quote Posted by STiFU
But first of all: With which "uvw method" is T3 working? Is it planar or something different?
I don't think T3 cares as long as the mesh is mapped. I think unwrap uvw is the best option though..
Quote Posted by Ziemanskye
Hey ascottk, I had a thought about why the collision meshes don't seem to want to work - you said it's the *.ase files that you're working with right (because the *.max are version specific, and the *.3ds mangle the names)?
I read one in notepad, and it throws away the User Defined COLL and COHI names in the dummy objects, so maybe that's where it's going wrong - the script isn't finding what it thinks it needs to recognise the objects...
It's just a thought but if you could spare the time to check by loading one of the uncompiled things and adding those properties yourself it'd be cool - ruling out options is good, and it means we can get some more info for how to set things up incase we ever get an arbitrary *.tim compiler.
Your latest collector.ase dummy objects (attachment points) seem to work but I see no difference with the collision meshes. When I run the collisionmaker script (but keep the original) I get a "MAXScript Rollout Handler Exception" -- Unknown property. "name" in undefined. Then it highlights in the script:
Code:
if matchPattern node.name pattern: "HKConvex_*" then
blah, blah
That only happens if I don't delete the original collision meshes.
Ziemanskye on 11/11/2005 at 22:28
Well, to further complicate things, could you try that with the collision objects names copied into User Defined properties?
Part of the idea here is to work out how to do collisions entirely manually (as in not run the collsion maker script at all, just export to *.tim and hopefully carry the manually setup collisions, rather than turn them into seperate objects).
And/or could you post me a simple object that does work with the script, so I can compare notes?
ascottk on 11/11/2005 at 22:51
Quote Posted by Ziemanskye
Well, to further complicate things, could you try that with the collision objects names copied into User Defined properties?
Part of the idea here is to work out how to do collisions entirely manually (as in not run the collsion maker script at all, just export to *.tim and hopefully carry the manually setup collisions, rather than turn them into seperate objects).
And/or could you post me a simple object that does work with the script, so I can compare notes?
Aside from renaming an cloning an editable mesh & renaming it to HKConvex_* I'm not sure what to do :confused: because I only started to learn max about a month ago.
*off topic* I'm not motivated to do anything & I never finished doom 3 or t2x. I think I'll start with t2x . . . .
Ziemanskye on 12/11/2005 at 11:21
Well, if you don't want to that's cool, you've already been a great help to us.
What I was meaning though (sorry, tend to assume people know more about the software than I do), is to select the collision objects, right-click and select properties, then under the User Defined tab copy/paste the HKConvex_* name into it to see if it recognises it there, though I don't think that the odds aren't very good.
For the record though - I didn't finish t2x either - I think I skipped some missions because I'm just not interested in the undead, or the weird non-human-ness of the pagans.
I don't have doom 3 yet, so I definately haven't finished that.
ascottk on 12/11/2005 at 17:22
Quote Posted by Ziemanskye
What I was meaning though (sorry, tend to assume people know more about the software than I do), is to select the collision objects, right-click and select properties, then under the User Defined tab copy/paste the HKConvex_* name into it to see if it recognises it there, though I don't think that the odds aren't very good.
I see what you're talking about but the user defined properties are not used with the collision maker script. I may play around with it more but the motivation wasn't there yesterday.
Quote:
For the record though - I didn't finish t2x either - I think I skipped some missions because I'm just not interested in the undead, or the weird non-human-ness of the pagans.
I don't have doom 3 yet, so I definately haven't finished that.
Doom 3 gets boring really quick (I only bought it for the dark mod). It gets to the point that you expect a spawning demon as soon as you enter a room. So after the 123rd (4th for that matter) spawning demon it gets to be routine :p