Soul Tear on 8/1/2017 at 14:45
Does anyone know how to do it?
I know that I need to write the correct name for vhot, but nothing works.
I imported some Thief 2 objects and then export them (via Dark Engine Static Model) without any changes. As a result the joints does not work. I also tried to get 3ds from bin (Bin2E and ETo3ds) for Anim8tor, but it crash.:sweat:
R Soul on 8/1/2017 at 16:05
The correct type of name is @h01, @h02 etc. Some existing links (e.g. a torch's particle effects) require one called @h03.
I've never used Dark Engine Static Model. I use my own program, (
Dark Engine Object Converter Interface) http://www.ttlg.com/forums/showthread.php?t=141601, which in turn uses the programs from Shadowspawn's (
http://www.angelfire.com/games4/shadowspawn/Tools.html) Free The Objects toolkit (these programs also come with Tafferpatcher and Dromed Basic/Toolkit). These programs usually preserve vhots and axles.
Daraan on 8/1/2017 at 23:04
If you want to use vhots with DESM you create an Empty at the location where you want it and make it a child of the object. (And I think add a number to the name)
For everything else that uses the original bsp -> see RSoul
I haven't used Blender for a while and kinda forgot how to do joints with DESM, well i´t was much easier since you didn't neeed the parameters.
I sadly can't find a description anyhwere to get myself into it again.
nemyax on 9/1/2017 at 12:23
Are vhots needed at all for frob-activated subobject motions? That's something I haven't been able to figure out. In the format data structures, there's no indication that vhots and motions are connected in any way.
Yandros on 9/1/2017 at 12:54
I think you're confusing joints and vhots.
nemyax on 9/1/2017 at 12:57
There are no "joints" in .bin.
LarryG on 9/1/2017 at 15:02
Quote Posted by nemyax
Are vhots needed at all for frob-activated subobject motions? That's something I haven't been able to figure out. In the format data structures, there's no indication that vhots and motions are connected in any way.
No. Some jointed objects, like doors, also need vhots, but that is separate from the joint. Did you read the tutorial? A vhot's only purpose is to indicate a specific location relative to an object. That can be for attaching things, or for providing a point location for a light source, or a point location for a key frob to work, or for whatever other use a script writer might want a point location for. Joints themselves work just fine without any vhots.
Quote Posted by nemyax
There are no "joints" in
.bin.
?? Of course there are. The .bin file includes the joint definitions (axles, primary object, and sub-object identifications) for the jointed objects in its data structure. That's how the dark engine knows the object is jointed and how to work the joints.
nemyax on 9/1/2017 at 15:24
Quote Posted by LarryG
or a point location for a key frob to work
This looks like the answer I was looking for, thanks.
Quote Posted by LarryG
The .bin file includes the joint definitions (axles, primary object, and sub-object identifications)
A subobject only has a transformation, which is a 3x3 rotation matrix plus three position coordinates (or 12 zeroes in the case of the root object).
R Soul on 9/1/2017 at 20:10
I presume you mean that a matrix and position are how the 'joint' is represented in the bin file and controlled by the engine, but 'joint' is a much better description of what we see, and there are several properties that refer to them a joints.
Larry: what's this about key frobs and vhots?