str8g8 on 21/2/2006 at 09:54
mrys: did you place the hp_handle etc in the object's hieracrchy? They need to be parented to the mesh. Also, make sure to use reset xform on everything to get rid of any transforms which are ignored when exporting. You also have to edit the link as well to choose the parent node (ie hp_handle) in the editor itself.
mrys on 21/2/2006 at 11:58
Ups... I will try it. Thanks for help
Shadowspawn on 21/2/2006 at 15:11
I'm still here, but I have much less time than I used to.
In the last year my work load has skyrocketed. I used to be able to steal an hour or so and work on things. In the last year, the company I work for (red-light enforcement) decided to move to all digital cameras from standard video cameras (NTSC format).
I'm the hardware / video / compression / playback / Windows guru. We redesigned and rebuilt the product in about 8 months. But there are beta-test problems in the field (try synchronizing 3 videos on buffering cameras using nothing but time to estimate frame numbering without developing an alcohol problem! :mad: ) - as well as new cameras I have to evaluate.
So, things will start easing off over the next couple of months, but it'll take me a little while to pick up the threads of where I left off. I have a bunch of useful data sent to me from various forum members, I promise I'll get to that and integrate it. (Especially collision hull information).
Hopefully I'll have a new and improved version of TIMtoE in the next 2 months, followed by a real TIM<->3DS program later.
mrys on 21/2/2006 at 18:12
Good to hear news from Shadowspawn. I was afraid, that you dont like Thief no more;)
I have a custom door. And they are working now! Doorknob is where it should be, rotation center is where it should be and I was learning much about preparing of mesches for TDS.
Thanks str8g8 for your sugestions. Mystery was in objects hierarchy in Max.
Now I will try to lock the door for lockpicking and keyopening. If everything will be OK I'll go to the next StaticMesch - probably containers.
mrys on 21/2/2006 at 18:25
By the way, Shadowspawn. I used your tim23ds exporter on GENDoor8x4.tim and got few mesches.
Main was of course part of the door. Next was hp_lockA, hp_lockB, collision (big part) and... next collision. This one was a little cube in center of rotation of the door. And no hp_handle! probably the second "collision" - this small cube - should be named "hp_handle". And it should be in this point, where doorknob should be. Am I wrong?
When I was making my own custom door I had to place elements in this way and door working.
OrbWeaver on 22/2/2006 at 10:39
Quote Posted by Shadowspawn
Hopefully I'll have a new and improved version of TIMtoE in the next 2 months, followed by a real TIM<->3DS program later.
I'd be more interested in a specification for the TIM format, as this would allow the development of direct import/export scripts for Blender and other 3D applications.
str8g8 on 22/2/2006 at 11:30
Quote:
Thanks str8g8 for your sugestions. Mystery was in objects hierarchy in Max
:thumb: As for making the door lockable, if you place one of the T3 door actors in your map (the one you based it on), you can then change the mesh property to use your mesh - then it will have all the properties you need in terms of making it lockable, pickable, sound fx etc etc.
Shadowspawn on 22/2/2006 at 14:47
OrbWeaver,
I won't keep the format secret. It's just that I understand about 70% of it, maybe less. I'll publish what I have when I get some breathing room.
mrys on 22/2/2006 at 18:28
str8g8, do you know something about custom Collision Hull? Many static mesh in TDS have "artist's" made CH, but I'am still unable to make one that works. I was looking at hierarchy of mesches in max with CH generated by ION plugin, and duplicate it (hierarchy) but if only I make my own CH mesch using name convention and placing it in hierarchy it is not working in game. I was trying to make door frame, that Garrett could go through.
STiFU on 23/2/2006 at 11:00
Myrs, you can run the collision script more than once on an object. Just select the polys, which shall have collision and run the script. You should select the left, right and the upper side of your doorframe step by step and everything should work fine. (You can leave the script's window open by the way while doing that, so that you don't always need to "runscript > collisionmaker")