Please ask your basic (newbie) questions in here. - by scumble
ascottk on 17/11/2005 at 02:25
Quote 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.
Gestalt on 17/11/2005 at 02:38
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?
Crispy on 17/11/2005 at 02:49
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?
ascottk on 17/11/2005 at 02:59
Quote 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.
Gestalt on 17/11/2005 at 05:54
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!
Crispy on 18/11/2005 at 02:15
Quote 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. :thumb:
STiFU on 18/11/2005 at 08:55
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*) :D
ascottk on 19/11/2005 at 01:25
Quote 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.