Game Development Community

3ds Max Nodes and Lighting

by Kurt Weaver · in Torque 3D Professional · 10/30/2012 (8:45 am) · 8 replies

Looking for a deeper explaination here on nodes and lights. I am trying to attach a node to an animated vehicle on a path. I am using Max 12/64 and exporting in Collada. I used a point helper in Max and named it "Light0" according to this doc:

http://fosters.realmwarsgame.com/tools/DTS_Nodes.pdf

I attached it and exported. Did the DAE/DTS thing and once in T3D the node would not animated (IE) stick to the vehicle.

I also tried using a Max Light and importing it as attached to the model. I checked the box during import and the light shows up in the sim group. Still no luck following the model. The node seems to work during play back on the shape editor but not in the engine.

Any ideas?

Thanks!

About the author

3D Environmental Artist Titles Shipped: The Elder Scrools 5: Skyrim Rage Brink Fallout: New Vegas Visions of Zosimos


#1
10/30/2012 (9:15 am)
Kurt,

Since the light node refuses to work have you tried attaching it to a standard mount# node?

Here is an older conversation covering the topic:

www.garagegames.com/community/forums/viewthread/117513.

As I recall there is another informative set of posts concerning mounting flashlights. I think you can just do a forum search for flashlight mount. Actually, here is the link to the flashlight mounting resource. Might at least help with your issue:

www.garagegames.com/community/resources/view/20898

Not a lot of help, but maybe some?

Ron
#2
10/30/2012 (10:54 am)
Thanks Ron, both of those look really helpful. I'll give them a look later tonight. It seems like it should be a simple hookup to the node in the asset dialogue... but nothing doing. Incidentally, I think I recently used your info on vertex paint for tree. Very informative and well put together. Thanks again for the help, I'll let you know my findings.
#3
10/30/2012 (12:13 pm)
Glad to have helped. Let me know if you run into any more issues. I can't always answer straight up, but I can usually get you pointed in the right direction.

Ron
#4
10/30/2012 (2:30 pm)
Yeah, not much in the way of luck. What I have is a train that is one big animated mesh. The nodes are part of those animations for smoke and light. The train works really nice but I think since I am using it as a baked animated static as opposed to say a vehicle it won't work. I am not too familiar with adding things via script in T3D so I'll have to do a little research on that and do some trial and error with the earlier links you sent me. The hint section of the shape editor is pretty neat. It helped me to see I was linked and exported correctly.
#5
10/30/2012 (3:21 pm)
So you are trying to attach the light to a static shape (for all intents) that is animated.... And a standard mount node is not working? Let me try out a few tests and see if I can come up with something... More to follow.

Ron
#6
10/30/2012 (4:34 pm)
Thats correct, and the piece that I am trying to link the light to is an actual animated piece. Thanks Ron, I appreciate the help.
#7
10/30/2012 (4:46 pm)
Kurt,

Well I did a bit of digging and figured out that I have to do some scripting to get this to work out. I have to change the object from a TSstatic to an item in order to attach the lights properly. This is one of those annoying things that I need to address with the steering committee and see if we can work a better solution.

I will see about coming up with a script that may help you out but, it will likely be tomorrow since I have been working on my new environment pack all day and I think I need a break. Great question and you have my curiosity peaked so I will follow up with you tomorrow on this and see if we can get it working the way you need it.

Ron
#8
10/30/2012 (5:01 pm)
That would be awesome to see implemented. There would be alot of neat things that could be accomplished. I'm starting to get a handle on the Particle Editor nuances.. Its a bit hokey, but pretty powerful too. Thanks for the script. I'll send you a video of the final product. Should look great.