mr_luc on 21/3/2006 at 01:43
YES! YES! HAHAHAHAHA! I need those endpieces, that's freaking fantastic. Check out my thread from 5 days ago (announcing my return to dromeding). (
http://www.ttlg.com/forums/showthread.php?t=104760)
Inline Image:
http://ydef.com/hop1.gifThe screenshot there is under 500 polys for the whole scene at that spot, and I have all of the brush detail I need on that facade (the rest will come from texturing, when I get around to texturing things nicely). The columns save the day -- even if you use cubes with a high texture scaling, that's like 8 polys per col since dromed splits them, which would be 80 polys just in those columns. So 6-sided cols would pretty
force a level designer to skimp on polys elsewhere -- to use a ramp and cut back on the trim and edges.
But those columns make the whole thing possible.
Nielsen74 on 21/3/2006 at 07:57
Hey mr_luc there is no need to quote the pic´s
or double posting that´s what the Edit botton up in the right croner of your post is there for.
I´l Email you thouse end pices :D
EDIT: Please delete the quotede pic´s from your earlier post´s ;)
No another matter. I´m trying to make a closet with a door that rotates (oppen/closes), but when i try to convert it with 3ds2bin i get this error:
Quote:
root Aa:
s(@s00top -> @x00aa0030)
h(@h02aa 2)
s(@s00bb -> @x00aa0030)
bsp: @s00bb has no convex hull!
What dos that mean :confused:
Sluggs on 26/3/2006 at 09:48
Anyone know how to make two jointed doors open together? After helping Nielsen74 figure out some problem, which didn't really help, i decided to make a similar model, which is a wardrobe, but one without working handles and two doors, instead of one.
Here's the model and the joint names...
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/drobe.gifWhen i make the object in Dromed, from scratch, not from a similar model, like the footlocker, i can only get one door to open at a time, not both. It's no real problem, but it would be nice to get both opening together. I know it's better to make the doors as seperate objects, but i'd rather make a single model. Can amending the model's door/joint names fix this some way?
Schwaa2 on 26/3/2006 at 17:28
Good luck sluggs, and if you find a way let me know.
I've made quite a few multi door/drawer models for Cosas and could find only 2 ways to make them function.
Your choice of door/drawer that opens on frob (one desk in room a can have a drawer #1 open, the same desk in another room can have drawer #2 open).
Which is still cool and better than original objects.
Or you can have all drawers/doors open continually. Player walks in the room and all drawers are opening closing by themselves. Great for a haunted situation, but lame otherwise. To do that you set the Tweq to continue.
Now I didn't mess with it at the time, but there might be a fairly complicated way to get it to work.
Have the obj frobable,
Have a Metaprop for Tweq continue.
When the cab is frobbed (StdButton) that metaprop gets added (probably need a Conv)
Time how long it takes for the doors to open, remove Metaprop Continue after that amount of time, adjust door speed to fine tune.
Now when the cab is frobbed again Conv is played again, adding Tweq continue for the specified time and removing it when they close.
You'll probably want to remove engine feature>frob info in world from the cab and add a metaprop called FrobInWorld. Now when the Conv starts you can remove FrobInWorld so the player can't double frob the cab, since it is the conv button. Then when the Conv is over the last step would be to add FrobInWorld again so the player can close it, or open it.
So the same conv should work for open and close, unless you get the speed of the doors perfect they could 'shift' position over multiple frobs.
Like if the door doesn't close completely and the player frobs it 10 times, it might actually end up ajar.
Any Conv would be
Remove meta
FrobinWorld
Add
Tweq Continue
wait
100 (?)
remove meta
tweq continue
add
FrobinWorld
---------
Or get someone to write a script?
----------
Nielson74,
Looks like you're missing a VHOT to hold the handle on.
@x00aa0030
you can also change all axle names to 0000
@x00aa0000. That'll help keep the errors to a min.
I could look at your obj but I can't think of what that error means.
Double check your names with my vhot/axle tut at LPG
Sluggs on 26/3/2006 at 17:38
I knew this wasn't going to be straightforward! :p :laff: I need it to be so, because this object isn't for myself, it's being added to my object pack, along with others. I shall have another go later, but i'll probably just make two versions, in the gamesys, where one has the left door only working, and the other, the right door, as you've already mentioned.
The simplest things are always the hardest to do! :joke:
Missing Vhot to hold the handle on eh? Guess what? It used to have one, until i removed it! :o I always wondered what those Vhots were for!
R Soul on 26/3/2006 at 18:07
It's quite possible to do it. Look at how the VicLightSwitch is set up.
Tweq > Joints:
Halt: StopTweq
AnimC: Sim (I'm not sure if this is needed, but the VLS uses it)
Primary Joint: 2
Set the rate-low-high values for the doors (5;0;90 may be good settings).
Joint1AnimC: Sim
Joint2AnimC: Sim
S > Scripts:
DoubleButton (also, make sure it's not inheriting any other scripts that may interfere)
Engine Features > FrobInfo:
WorldAction: Script
Sluggs on 26/3/2006 at 19:07
You've put down everything i've already tried! :laff: :thumb: I did exactly that a few hours ago, and even tried that very same DoubleButton script!
Hang on, IT WORKS! :wot: R Soul, you're a genius! I did use that DoubleButton script, but not on it's own. After replacing the original script, with this one, it worked! Woot! Both doors open together now! :thumb:
Schwaa2 on 26/3/2006 at 22:53
doubleButton huh? Never thought to try that, I'll have to test it with objs with more than 2 doors. I'm guessing only doors 1 and 2 will open.
Maybe we need a triple, quadruple and quintuple Button script
---------------------
OK, I'm really stoked to see more than one joint open at a time, but I have 2 probs now, which I think could be handled by script:
1: If a cabinet has two opening doors AND you want to lock it DoubleButton script WON'T work. This is because the object actually has to have 3 joints. Joint #1 is for the lock (whether or not it have a moving handle, the joint has to be there for Tweq lock properties to work-Now it could be opened with a stimulus on a key, but not with lockpicks). Joints #2 and #3 are the doors.
2:If a cab has 4 doors (just tested this out) only 2 of them can be opened at any one time.
Door #1 (on joint #1) and any other door. But there's a problem with this...
Joint #1 is default, and the DoubleButton script must call on it specifically.
The other joint can be chosen by the Tweq Joints, primary joint setting. If 2 is the primary joint then both doors will open/close on frob.
If on the other hand joint 3 or 4 (or 5 for that matter) are the primary joint, when frobbed joint one will open along with the primary joint (say 3 for example). The problem arises when the cab is frobbed again, joint one will close, but any joint above 2 will not close again.
So if joint one is the lock, and it is locked, lockpickable. Joints 2 and 3 are doors. Either door will open or close fine (I'm sure joint one moves too-I use and invisible joint and sub-obj) whether or not you use the DoubleButton script. But only one per set-up (one per desk, desk a can have joint 2 work, desk b can have joint 3 work)
If you want 2 doors to open/close you cannot lock the object as far as I can tell, unless maybe you use a key and act/react.
So maybe a few scripts can be easily written by modifing the Double Button script to a Triple Button, where joints 1,2 and 3 are used. Another where joints 1,2,3 and 4 are used.
R Soul on 27/3/2006 at 09:05
It's better to have doors as separate objects anyway because it often looks silly to have an entire cabinet light up when the door is the only part that is to be used :p