R Soul on 1/10/2004 at 19:07
(
http://www.ttlg.com/forums/showthread.php?t=74350)
The problem is the axle name. You called it @x00ob0025, but it should be @x00aa2500
00 = blades
aa = base object
I'm not sure what the 4 digit number is. I think it's actualy a pair of two digit numbers. Perhaps a tolerance of some sort.
3ds -> bin will probably give you loads of "atomic 0a@s00bb cuts 290Aa:Engine" warnings, but the it did convert when I tested.
The object should now work fine, but the physics model will be wrong (because the axle is so far away from the base it moves the centroid).
Either manually adjust the Dimensions property in dromed, or in Anim8or, select the Frame and the Blades (but not the Axle), and Group them. Then Center About Origin. You can now Ungroup them. Finally, go to Object/Point Edit and position the ends of the axle so that they don't stick out too far from the object.
Schwaa2 on 1/10/2004 at 19:39
The 4 digit number is rotation.
Shadowspawn clued me in and it's in the joints/vhot tut at LPG.
I think 9900 = 360 degrees.
2500 = 90 degrees. This helps bsp determine if the object will rotate thru another solid during its rotation.
0025 (I believe is 90 deg. counter clockwise).
So on the fan 9900 would be fine (but i don't think it matters too much, because the rotation is set in Dromed).
But on a light swith you'd get an error because the switch would rotate all the way around thru the baseplate.
Sluggs on 1/10/2004 at 19:45
That's great Yandros. :thumb: Did you detach the faces like i do for texturing or did you use the UV Tool?
I've updated the readme in bigcase.zip There was something missing and i've put better lighting settings in.
Hmm, strange about the fan! I can't understand why it worked when i removed the blades! :confused: It's a funny old world! I can't use this one tho' because the motor needs to be in the center for my needs.
Dark Arrow on 1/10/2004 at 19:55
Are you sure it is for rotation? I might remember wrong, but I remember having an object which didn't work as I wanted. The problem was that the joint was moving way too fast. I made the number smaller and the joint slowed down quite a lot.
Sluggs on 1/10/2004 at 20:50
Like the oiling can. :thumb: New objects are coming out of the walls, again! O/
G'len on 1/10/2004 at 22:49
Last post for tonight. Going to bed.
This time - a Molotov Cocktail. Not working in-game yet (though I've already let a Combat Bot fire those instead of cannonballs).
Inline Image:
http://www.musicexplosion.net/glen/GMolotov.jpg Get the files (
http://www.musicexplosion.net/glen/GMolotov.zip) here.
Included are:Gbottle.bin - Green semi-transperent empty bottle.
OilBotl.bin - Green semi-transperent bottle filled with a yellowish liquid.
GMolotov.bin - An unlit Molotov Cocktail.
GMolBomb.bin - A Molotov Projectile, vhot for sparks/flames included. Scaled down by half to appear in the normal size when fired by a Bot. Works OK with a Combat Bot.
Bottle4.gif - A lable-less green glass texture, modified from Thief II's Bottle1.gif.
Sluggs on 2/10/2004 at 09:06
Nice bottles there. :thumb: You could make it so you start with the empty one, frob it, and it changes to the liquid filled one, then change that to the one with the cloth in the top. Hey Presto, you've just made a Molotov Cocktail! :eek:
G'len on 2/10/2004 at 11:55
Yep - that's exactly what I've thought about.
- Place the empty one as a frobbable, but not pickable, world object.
- Place the Oiler Can as a pickable invertory object.
- Place a piece of Cloth as a pickable inventory object.
- Frobbing the empty bottle with the Oiler will transform it into an Oiled Bottle.
- Frobbing the Oiled Bottle with the Cloth will produce a Molotov Cocktail, which you could pick up.