PrinceMikus on 10/10/2004 at 12:35
Okay... so I've been playing some FMs with Darkloader 4.1, and seeing how amazing some of them are (CoSaS, etc...). I was wondering how would I get the custom textures and objects into dromed for me? I would really like to use some of the amazing textures. (Yes, if I do EVER release anything, I will give credit)
-PrinceMikus
P.S. I know I haven't been around in a while, I forgot how fun this is :joke:
Yandros on 10/10/2004 at 14:36
1. Ask the author for permission.
2. If you're unsure which files are involved (like which textures an object uses), ask the author that too.
3. If permission is given, drop said files into your T2 directory in keeping the same directory structure as in the ZIP files - textures go in \fam, objects in \obj, object textures in \obj\txt or \obj\txt16, etc. Be sure with texture families that you also include the full.pcx files for each family in which you're using a texture.
4. In Dromed, add the family by name for brush textures. For objects, create a similar object and then change its Shape > Model name to the filename of the .bin file which you borrowed and put into \obj.
sNeaksieGarrett on 15/12/2013 at 16:54
Quote Posted by Yandros
In Dromed, add the family by name for brush textures. For objects, create a similar object
and then change its Shape > Model name to the filename of the .bin file which you borrowed and put into \obj.
Sorry to resurrect such an old thread, but I have a question. Is it possible to create an entirely new object in dromed from scratch + it's own collision without having to modify an existing object and changing it's Model Name as mentioned above?
I have a new fence object I'd like to add to the game, but simply changing the Model Name of an existing object in Dromed is problematic, because there are no fences like my fence and the collision would be awkward. It's hard to explain, but I'd much rather create a fresh object from scratch with collision attached. The mesh was made using Blender and it has no collision, which is why the method of replacing an existing model in Dromed is useful, since an existing model already has collision applied. However, as I've said, I'd rather not do this method if there's another way.
fibanocci on 15/12/2013 at 17:14
Quote Posted by sNeaksieGarrett
Sorry to resurrect such an old thread, but I have a question. Is it possible to create an entirely new object in dromed from scratch + it's own collision without having to modify an existing object and changing it's Model Name as mentioned above?
Of course. You could add a new object in the hierarchy. Save the cow or gam after that.
LarryG on 15/12/2013 at 17:39
But make sure that your new archetype is placed in the hierarchy where it logically belongs. For example, a new door should be under TerrainLike>Doors. A new chest type of container should be under Container>Chest. A new candle should be under Lights>Candle. Not only will that make it easier to find again later, it ensures that the new archetype inherits the right base properties without you having to reestablish them.
sNeaksieGarrett on 16/12/2013 at 17:44
Right, but that's not what I meant. I know it's possible to create a new object in the hierarchy, I've done it before. But what I meant was it having the proper collision information on it already. When exporting the model from blender it does not have any collision, so making a new object in dromed results in a model with no collision. However, if I use an existing object that already has collision... See what I mean?
fibanocci on 16/12/2013 at 18:08
You need to add the physics properties (model-->dimensions). Just look at a similar object.
intruder on 16/12/2013 at 18:13
Basically you should follow Larry's advice and place the object under the hierarchy it best fits into, because this is going to make sure that (most) of the required properties are already there.
What you need to do after that is the following:
Physics -> Model -> Collision Type // set it to "bounce"
Physics -> Model -> Attributes // set the object's mass, how much it is affected by gravity etc.
Physics -> Model -> Type // select the type of bounding box, bounding sphere etc.
Physics -> Model -> Dimensions // set the size of your bounding box or the radius of your bounding sphere
You will find that most of the above stated properties might already be there, but you have to adjust their values to match your concrete object.
Hope this helps...
sNeaksieGarrett on 16/12/2013 at 19:56
Awesome, thank you guys.
One more thing. I was just testing the collision and I noticed that arrows just pass through the model. I'm assuming I need to play with the Pore Size, right? or will that even make a difference at all? I did actually try pore size of 1, but didn't seem to do anything. I looked at the other fences in the actual hierarchy and none of them have this set.
fibanocci on 16/12/2013 at 20:06
Did you set the metaproperty-->material settings to MatMetal?