sNeaksieGarrett on 8/12/2003 at 01:37
It's okay Yandros. Thanks anyway. ;)
Draeknar: No it's not against my religion or anything like that. (Or maybe it is, but I don't care!) :D Your right, it is a good game! I can't play it, but I used to be able to. I never beat it though. The last level is freakin' hard. Let's just say my computer sucks and I can't play it on there... Like I said, please don't ask. I don't want to explain it.
Dark Arrow on 8/12/2003 at 18:58
In Thief 1 the property Dynamic Light is called Self Lit. It is under Renderer.
Schwaa2 on 9/12/2003 at 18:21
The tut is at LPG, tuts-VHOT/Axles.
You'll need a 3d program like Anim8or (Free). A vhot is just a small cube that you won't see in Thief/Dromed. It is just a reference for attching things like particles.
Dark Arrow on 9/12/2003 at 18:29
I tried adding a Vhot to one of my torches (arm model) but it didn't disappear. I guess meshbuild doesn't remove Vhots (=support them). I might have done something wrong though, so you might have better luck.
sNeaksieGarrett on 10/12/2003 at 00:18
Hey Schwaa2, I don't know what LPG stands for. Where is it? :confused: Does Anim8or apply to thief 1/dromed 1?? (Meaning, can I make or edit an object and then put it in dromed 1??)
Schwaa2 on 10/12/2003 at 17:10
Quote:
Originally posted by Dark Arrow I tried adding a Vhot to one of my torches (arm model) but it didn't disappear. I guess meshbuild doesn't remove Vhots (=support them). I might have done something wrong though, so you might have better luck.
Not sure about having a VHOT on a mesh, but joints are the same and with (I beleive) Mesh attach you can attach something to the number of that joint.
Look in the map and mjo files with the same name as the arm model, they will tell you the number for the finger joint. Use it to attach, then set offset/rotation to get it where you want it.
Mesh attach is perfect though.
Dark Arrow on 10/12/2003 at 18:10
Quote:
Mesh attach is perfect though.
I wouldn't say perfect. If you have something attached to an AI that is patroling, you can easily find the attached object floating in midair if you don't see the AI. Same thing with contained objects that have Has refs set to true.
However, in here the mesh attach property could be used without the need to worry about that (I think..).
Shadowspawn on 10/12/2003 at 18:11
Meshbld doesn't seem to know what a VHOT is. Only BSP recognizes them. But, attaching relative to a joint is probably even beter than a vhot.
On a related note;
I was trying to use the LightHouse light from T2. I never could get the internal light part to rotate, so I rebuilt the model. I got it working fine.
Then I decided to have some light and particle effects rotate with the light. I added vhots to the sub-object, so they would rotate in sync with the light part.
Although BSP built it, and even indicated that the vhots were attached to the subobject, I couldn't get particle attachments to connect to the vhots properly. The particle effects stayed static in the original position. They didn't move with the subobject.
Does that work? Should I go back and reexamine what I did? Or do vhots not properly move with sub-objects?
sNeaksieGarrett on 10/12/2003 at 23:17
Thanks UnderTow.... Thanks for the advice Schwaa2.... I downloaded it and the necessary files. Now I just need to learn how to use it and stuff... I'll just look at LPG.
Thanks!!:thumb: