Need working Assault Tank .cfg file for Max model export. (Tribe
by TerroX · in Artist Corner · 07/01/2001 (11:35 pm) · 5 replies
This is mainly a Tribes 2 mod making question, but I thought it may be relevant here since the engine is the same (similar?)..
The DTS exporter plugin uses a .CFG file to read settings when exporting a model as a .DTS file.
I have some of the .MAX models of objects and have built my own vehicle (a mech) - I am pretty sure I built it correctly as I can get it into the game with textures, jets and all - BUT NO MOUNT POINTS WORK.
I know that mount points are specified in the .cfg file - since I tried to load up the assault tank and export it straight back into T2 (which SHOULD work since it is what Dynamix used to make the damn tank in T2). But all of it's mount points where broken as well..
This is the config I guessed at.. Can someone please point out the mistakes?
-Dump::NodeCollection
-Dump::ShapeConstruction
-Dump::NodeCulling
-Dump::NodeStates
-Dump::NodeStateDetails
-Dump::ObjectStates
-Dump::ObjectStateDetails
-Dump::ObjectOffsets
-Dump::SequenceDetails
-Dump::ShapeHierarchy
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
+Error::AllowOldSequences
-Error::RequireViconNode
+Param::EnableTwoSidedMaterials
+Param::CollapseTransforms
+Param::SequenceExport
+Sequence::defaultCyclic
-Sequence::defaultBlend
-Sequence::defaultFirstLastFrameSame
+Sequence::defaultUseFrameRate
-Sequence::defaultIgnoreGroundTransform
-Sequence::defaultUseGroundFrameRate
-Sequence::defaultEnableMorphAnimation
-Sequence::defaultEnableVisAnimation
+Sequence::defaultEnableTransformAnimation
-Sequence::defaultForceMorphAnimation
-Sequence::defaultForceVisAnimation
-Sequence::defaultForceTransformAnimation
-Sequence::defaultOverrideDuration
=Params::AnimationDelta 0.000100
=Params::MaxFrameRate 30.000000
=Sequence::defaultFrameRate 15.000000
=Sequence::defaultGroundFrameRate 15.000000
=Params::SkinWeightThreshhold 0.001000
=Sequence::defaultDuration 1.000000
=SequenceObject::defaultNumFrames 2
=SequenceObject::defaultNumGroundFrames 2
=SequenceObject::defaultDefaultSequencePriority 0
=Params::weightsPerVertex 10
=Params::T2AutoDetail 0
=Test::test xxxxx
AlwaysExport:
eye
mass
mount0
mount1
mount10
activate
jetnozzle0
jetnozzle1
=Params::baseTexturePath texture\
The DTS exporter plugin uses a .CFG file to read settings when exporting a model as a .DTS file.
I have some of the .MAX models of objects and have built my own vehicle (a mech) - I am pretty sure I built it correctly as I can get it into the game with textures, jets and all - BUT NO MOUNT POINTS WORK.
I know that mount points are specified in the .cfg file - since I tried to load up the assault tank and export it straight back into T2 (which SHOULD work since it is what Dynamix used to make the damn tank in T2). But all of it's mount points where broken as well..
This is the config I guessed at.. Can someone please point out the mistakes?
-Dump::NodeCollection
-Dump::ShapeConstruction
-Dump::NodeCulling
-Dump::NodeStates
-Dump::NodeStateDetails
-Dump::ObjectStates
-Dump::ObjectStateDetails
-Dump::ObjectOffsets
-Dump::SequenceDetails
-Dump::ShapeHierarchy
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
+Error::AllowOldSequences
-Error::RequireViconNode
+Param::EnableTwoSidedMaterials
+Param::CollapseTransforms
+Param::SequenceExport
+Sequence::defaultCyclic
-Sequence::defaultBlend
-Sequence::defaultFirstLastFrameSame
+Sequence::defaultUseFrameRate
-Sequence::defaultIgnoreGroundTransform
-Sequence::defaultUseGroundFrameRate
-Sequence::defaultEnableMorphAnimation
-Sequence::defaultEnableVisAnimation
+Sequence::defaultEnableTransformAnimation
-Sequence::defaultForceMorphAnimation
-Sequence::defaultForceVisAnimation
-Sequence::defaultForceTransformAnimation
-Sequence::defaultOverrideDuration
=Params::AnimationDelta 0.000100
=Params::MaxFrameRate 30.000000
=Sequence::defaultFrameRate 15.000000
=Sequence::defaultGroundFrameRate 15.000000
=Params::SkinWeightThreshhold 0.001000
=Sequence::defaultDuration 1.000000
=SequenceObject::defaultNumFrames 2
=SequenceObject::defaultNumGroundFrames 2
=SequenceObject::defaultDefaultSequencePriority 0
=Params::weightsPerVertex 10
=Params::T2AutoDetail 0
=Test::test xxxxx
AlwaysExport:
eye
mass
mount0
mount1
mount10
activate
jetnozzle0
jetnozzle1
=Params::baseTexturePath texture\
#2
But it still does not let the mounts work. I have not tried exporting the Dynmix tank again yet (same prob with mounts last time, all in the bottom middle) - but is there a certain order? if I have too many mounts in the .CFG will all the mounts fail??.
I will add my current CFG here. and also the export text file, just so everyone can be helped if possible. (I left some assult tank bits in there, but tit should still work right?) and also had to set autodetail = 0 due to some sub-tree linked stuff I need to make the thing look nice animated)
newvehicle.CFG
-Dump::NodeCollection
-Dump::ShapeConstruction
-Dump::NodeCulling
-Dump::NodeStates
-Dump::NodeStateDetails
-Dump::ObjectStates
-Dump::ObjectStateDetails
-Dump::ObjectOffsets
-Dump::SequenceDetails
-Dump::ShapeHierarchy
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
+Error::AllowOldSequences
-Error::RequireViconNode
+Param::EnableTwoSidedMaterials
+Param::CollapseTransforms
+Param::SequenceExport
+Sequence::defaultCyclic
-Sequence::defaultBlend
-Sequence::defaultFirstLastFrameSame
+Sequence::defaultUseFrameRate
-Sequence::defaultIgnoreGroundTransform
-Sequence::defaultUseGroundFrameRate
-Sequence::defaultEnableMorphAnimation
-Sequence::defaultEnableVisAnimation
+Sequence::defaultEnableTransformAnimation
-Sequence::defaultForceMorphAnimation
-Sequence::defaultForceVisAnimation
-Sequence::defaultForceTransformAnimation
-Sequence::defaultOverrideDuration
=Params::AnimationDelta 0.000100
=Params::MaxFrameRate 30.000000
=Sequence::defaultFrameRate 15.000000
=Sequence::defaultGroundFrameRate 15.000000
=Params::SkinWeightThreshhold 0.001000
=Sequence::defaultDuration 1.000000
=SequenceObject::defaultNumFrames 2
=SequenceObject::defaultNumGroundFrames 2
=SequenceObject::defaultDefaultSequencePriority 0
=Params::weightsPerVertex 10
=Params::T2AutoDetail 0
=Test::test xxxxx
=Params::baseTexturePath textures\
AlwaysExport:
ground0
ground1
ground2
ground3
ground4
ground5
eye
mass
mount0
mount1
mount2
mount3
mount4
mount5
mount6
mount10
mountpoint
jetnozzle0
jetnozzle1
jetnozzle2
jetnozzle3
jetnozzle4
jetnozzle5
jetnozzle6
jetnozzle7
contrail0
contrail1
contrail2
contrail3
NeverExport:
G_*
newvehicle.text export (from plugin)
Nodes:
Shape
Start
Col-1
Mount0
Mount1
Mass
Eye
Mount10
LOScol-9
LOScol-10
LOScol-12
LOScol-11
Headlight_node01
Headlight_node02
Headlight_node03
Headlight_node04
DumExtendL
ExtendLglowA128
ExtendLGlowB128
ExtendLGlowC128
DumExtendR
ExtendRglowA128
ExtendRGlowB128
ExtendRGlowC128
DumWingL
WingLRearGlow128
WingLFrontGLow128
WingLLight128
DumWingR
WingRFrontGlow128
WingRRearGlow128
WingRLight128
Smoke_node02
Smoke_node03
BodyRheadlight128
BodyLheadlight128
FlareLMB128
JetTrail_R2_128
JetTrail_R_128
JetTrail_L2_128
JetTrail_L_128
FlareRMB128
Jetnozzle0
Jetnozzle1
burnerLitR
burnerLitL
HercBody_128
RightHip_128
RightKnee_128
RightShin_128
RighFoot_128
RightToemid_128
RightNailmid_128
RightToeleft_128
RightNailleft_128
RightToerear_128
RightNailrear_128
RightToeright_128
RightNailright_128
LeftHip_128
LeftKnee_128
LeftShin_128
LeftFoot_128
LeftToerear_128
LeftNailrear_128
LeftToeleft_128
LeftNailleft_128
LeftToeright_128
LeftNailright_128
LeftToemid_128
LeftNailmid_128
Objects:
HercBody_
Col
LOScol
ExtendLglowA
ExtendLGlowB
ExtendLGlowC
ExtendRglowA
ExtendRGlowB
ExtendRGlowC
WingLRearGlow
WingLFrontGLow
WingLLight
WingRFrontGlow
WingRRearGlow
WingRLight
BodyRheadlight
BodyLheadlight
burnerLitR
burnerLitL
RightHip_
RightKnee_
RightShin_
RighFoot_
RightToemid_
RightNailmid_
RightToeleft_
RightNailleft_
RightToerear_
RightNailrear_
RightToeright_
RightNailright_
LeftHip_
LeftKnee_
LeftShin_
LeftFoot_
LeftToerear_
LeftNailrear_
LeftToeleft_
LeftNailleft_
LeftToeright_
LeftNailright_
LeftToemid_
LeftNailmid_
FlareLMB
FlareRMB
JetTrail_R2_
JetTrail_R_
JetTrail_L2_
JetTrail_L_
Shape Hierarchy:
Details:
Detail_128, Subtree 0, objectDetail 0, size 128
Collision-1, Subtree 0, objectDetail 1, size -1
LOS-9, Subtree 0, objectDetail 2, size -9
LOS-10, Subtree 0, objectDetail 3, size -10
LOS-11, Subtree 0, objectDetail 4, size -11
LOS-12, Subtree 0, objectDetail 5, size -12
Subtrees:
Subtree 0
Shape
Start
Col-1 --> Object Col with following details: -1
Mount0
Mount1
Mass
Eye
Mount10
LOScol-9
LOScol-10
LOScol-12
LOScol-11 --> Object LOScol with following details: -9 -10 -11 -12
Headlight_node01
Headlight_node02
Headlight_node03
Headlight_node04
DumExtendL
ExtendLglowA128 --> Object ExtendLglowA with following details: 128
ExtendLGlowB128 --> Object ExtendLGlowB with following details: 128
ExtendLGlowC128 --> Object ExtendLGlowC with following details: 128
DumExtendR
ExtendRglowA128 --> Object ExtendRglowA with following details: 128
ExtendRGlowB128 --> Object ExtendRGlowB with following details: 128
ExtendRGlowC128 --> Object ExtendRGlowC with following details: 128
DumWingL
WingLRearGlow128 --> Object WingLRearGlow with following details: 128
WingLFrontGLow128 --> Object WingLFrontGLow with following details: 128
WingLLight128 --> Object WingLLight with following details: 128
DumWingR
WingRFrontGlow128 --> Object WingRFrontGlow with following details: 128
WingRRearGlow128 --> Object WingRRearGlow with following details: 128
WingRLight128 --> Object WingRLight with following details: 128
Smoke_node02
Smoke_node03
BodyRheadlight128 --> Object BodyRheadlight with following details: 128
BodyLheadlight128 --> Object BodyLheadlight with following details: 128
FlareLMB128 --> Object FlareLMB with following details: 128
JetTrail_R2_128 --> Object JetTrail_R2_ with following details: 128
JetTrail_R_128 --> Object JetTrail_R_ with following details: 128
JetTrail_L2_128 --> Object JetTrail_L2_ with following details: 128
JetTrail_L_128 --> Object JetTrail_L_ with following details: 128
FlareRMB128 --> Object FlareRMB with following details: 128
Jetnozzle0
Jetnozzle1
burnerLitR --> Object burnerLitR with following details: 128
burnerLitL --> Object burnerLitL with following details: 128
HercBody_128 --> Object HercBody_ with following details: 128
RightHip_128 --> Object RightHip_ with following details: 128
RightKnee_128 --> Object RightKnee_ with following details: 128
RightShin_128 --> Object RightShin_ with following details: 128
RighFoot_128 --> Object RighFoot_ with following details: 128
RightToemid_128 --> Object RightToemid_ with following details: 128
RightNailmid_128 --> Object RightNailmid_ with following details: 128
RightToeleft_128 --> Object RightToeleft_ with following details: 128
RightNailleft_128 --> Object RightNailleft_ with following details: 128
RightToerear_128 --> Object RightToerear_ with following details: 128
RightNailrear_128 --> Object RightNailrear_ with following details: 128
RightToeright_128 --> Object RightToeright_ with following details: 128
RightNailright_128 --> Object RightNailright_ with following details: 128
LeftHip_128 --> Object LeftHip_ with following details: 128
LeftKnee_128 --> Object LeftKnee_ with following details: 128
LeftShin_128 --> Object LeftShin_ with following details: 128
LeftFoot_128 --> Object LeftFoot_ with following details: 128
LeftToerear_128 --> Object LeftToerear_ with following details: 128
LeftNailrear_128 --> Object LeftNailrear_ with following details: 128
LeftToeleft_128 --> Object LeftToeleft_ with following details: 128
LeftNailleft_128 --> Object LeftNailleft_ with following details: 128
LeftToeright_128 --> Object LeftToeright_ with following details: 128
LeftNailright_128 --> Object LeftNailright_ with following details: 128
LeftToemid_128 --> Object LeftToemid_ with following details: 128
LeftNailmid_128 --> Object LeftNailmid_ with following details: 128
Sequences:
0: Damage
1: activate
2: MaintainBack
3: ActivateBack
Material list:
material #0: "skins\vehicle_grav_tank_bodyside2".
material #1: "skins\vehicle_grav_tank_bodyside1".
material #2: "skins\jetflare2". Additive-translucent.
material #3: "skins\jets00". Additive-translucent.
material #4: "skins\1337seats".
material #5: "skins\1337legfootmounts".
material #6: "skins\1337bod".
material #7: "skins\station_damageM3" not tiled. Translucent.
material #8: "skins\station_damageS4" not tiled. Translucent.
material #9: "skins\station_damageS3" not tiled. Translucent.
material #10: "skins\bullethole6" not tiled. Translucent.
material #11: "skins\bullethole5" not tiled. Translucent.
material #12: "skins\bullethole4" not tiled. Translucent.
material #13: "skins\bullethole3" not tiled. Translucent.
material #14: "skins\station_damageM2" not tiled. Translucent.
material #15: "skins\station_damageM1" not tiled. Translucent.
material #16: "skins\bullethole2" not tiled. Translucent.
material #17: "skins\station_damageL2" not tiled. Translucent.
material #18: "skins\station_damageS1" not tiled. Translucent.
material #19: "skins\station_damageL1" not tiled. Translucent.
material #20: "skins\station_damageL3" not tiled. Translucent.
07/07/2001 (7:01 am)
Thankyou heaps for replying, so far no one has been able to help me with this stuff (maybe because they don't know or because the Docs are NDA!!)But it still does not let the mounts work. I have not tried exporting the Dynmix tank again yet (same prob with mounts last time, all in the bottom middle) - but is there a certain order? if I have too many mounts in the .CFG will all the mounts fail??.
I will add my current CFG here. and also the export text file, just so everyone can be helped if possible. (I left some assult tank bits in there, but tit should still work right?) and also had to set autodetail = 0 due to some sub-tree linked stuff I need to make the thing look nice animated)
newvehicle.CFG
-Dump::NodeCollection
-Dump::ShapeConstruction
-Dump::NodeCulling
-Dump::NodeStates
-Dump::NodeStateDetails
-Dump::ObjectStates
-Dump::ObjectStateDetails
-Dump::ObjectOffsets
-Dump::SequenceDetails
-Dump::ShapeHierarchy
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
+Error::AllowOldSequences
-Error::RequireViconNode
+Param::EnableTwoSidedMaterials
+Param::CollapseTransforms
+Param::SequenceExport
+Sequence::defaultCyclic
-Sequence::defaultBlend
-Sequence::defaultFirstLastFrameSame
+Sequence::defaultUseFrameRate
-Sequence::defaultIgnoreGroundTransform
-Sequence::defaultUseGroundFrameRate
-Sequence::defaultEnableMorphAnimation
-Sequence::defaultEnableVisAnimation
+Sequence::defaultEnableTransformAnimation
-Sequence::defaultForceMorphAnimation
-Sequence::defaultForceVisAnimation
-Sequence::defaultForceTransformAnimation
-Sequence::defaultOverrideDuration
=Params::AnimationDelta 0.000100
=Params::MaxFrameRate 30.000000
=Sequence::defaultFrameRate 15.000000
=Sequence::defaultGroundFrameRate 15.000000
=Params::SkinWeightThreshhold 0.001000
=Sequence::defaultDuration 1.000000
=SequenceObject::defaultNumFrames 2
=SequenceObject::defaultNumGroundFrames 2
=SequenceObject::defaultDefaultSequencePriority 0
=Params::weightsPerVertex 10
=Params::T2AutoDetail 0
=Test::test xxxxx
=Params::baseTexturePath textures\
AlwaysExport:
ground0
ground1
ground2
ground3
ground4
ground5
eye
mass
mount0
mount1
mount2
mount3
mount4
mount5
mount6
mount10
mountpoint
jetnozzle0
jetnozzle1
jetnozzle2
jetnozzle3
jetnozzle4
jetnozzle5
jetnozzle6
jetnozzle7
contrail0
contrail1
contrail2
contrail3
NeverExport:
G_*
newvehicle.text export (from plugin)
Nodes:
Shape
Start
Col-1
Mount0
Mount1
Mass
Eye
Mount10
LOScol-9
LOScol-10
LOScol-12
LOScol-11
Headlight_node01
Headlight_node02
Headlight_node03
Headlight_node04
DumExtendL
ExtendLglowA128
ExtendLGlowB128
ExtendLGlowC128
DumExtendR
ExtendRglowA128
ExtendRGlowB128
ExtendRGlowC128
DumWingL
WingLRearGlow128
WingLFrontGLow128
WingLLight128
DumWingR
WingRFrontGlow128
WingRRearGlow128
WingRLight128
Smoke_node02
Smoke_node03
BodyRheadlight128
BodyLheadlight128
FlareLMB128
JetTrail_R2_128
JetTrail_R_128
JetTrail_L2_128
JetTrail_L_128
FlareRMB128
Jetnozzle0
Jetnozzle1
burnerLitR
burnerLitL
HercBody_128
RightHip_128
RightKnee_128
RightShin_128
RighFoot_128
RightToemid_128
RightNailmid_128
RightToeleft_128
RightNailleft_128
RightToerear_128
RightNailrear_128
RightToeright_128
RightNailright_128
LeftHip_128
LeftKnee_128
LeftShin_128
LeftFoot_128
LeftToerear_128
LeftNailrear_128
LeftToeleft_128
LeftNailleft_128
LeftToeright_128
LeftNailright_128
LeftToemid_128
LeftNailmid_128
Objects:
HercBody_
Col
LOScol
ExtendLglowA
ExtendLGlowB
ExtendLGlowC
ExtendRglowA
ExtendRGlowB
ExtendRGlowC
WingLRearGlow
WingLFrontGLow
WingLLight
WingRFrontGlow
WingRRearGlow
WingRLight
BodyRheadlight
BodyLheadlight
burnerLitR
burnerLitL
RightHip_
RightKnee_
RightShin_
RighFoot_
RightToemid_
RightNailmid_
RightToeleft_
RightNailleft_
RightToerear_
RightNailrear_
RightToeright_
RightNailright_
LeftHip_
LeftKnee_
LeftShin_
LeftFoot_
LeftToerear_
LeftNailrear_
LeftToeleft_
LeftNailleft_
LeftToeright_
LeftNailright_
LeftToemid_
LeftNailmid_
FlareLMB
FlareRMB
JetTrail_R2_
JetTrail_R_
JetTrail_L2_
JetTrail_L_
Shape Hierarchy:
Details:
Detail_128, Subtree 0, objectDetail 0, size 128
Collision-1, Subtree 0, objectDetail 1, size -1
LOS-9, Subtree 0, objectDetail 2, size -9
LOS-10, Subtree 0, objectDetail 3, size -10
LOS-11, Subtree 0, objectDetail 4, size -11
LOS-12, Subtree 0, objectDetail 5, size -12
Subtrees:
Subtree 0
Shape
Start
Col-1 --> Object Col with following details: -1
Mount0
Mount1
Mass
Eye
Mount10
LOScol-9
LOScol-10
LOScol-12
LOScol-11 --> Object LOScol with following details: -9 -10 -11 -12
Headlight_node01
Headlight_node02
Headlight_node03
Headlight_node04
DumExtendL
ExtendLglowA128 --> Object ExtendLglowA with following details: 128
ExtendLGlowB128 --> Object ExtendLGlowB with following details: 128
ExtendLGlowC128 --> Object ExtendLGlowC with following details: 128
DumExtendR
ExtendRglowA128 --> Object ExtendRglowA with following details: 128
ExtendRGlowB128 --> Object ExtendRGlowB with following details: 128
ExtendRGlowC128 --> Object ExtendRGlowC with following details: 128
DumWingL
WingLRearGlow128 --> Object WingLRearGlow with following details: 128
WingLFrontGLow128 --> Object WingLFrontGLow with following details: 128
WingLLight128 --> Object WingLLight with following details: 128
DumWingR
WingRFrontGlow128 --> Object WingRFrontGlow with following details: 128
WingRRearGlow128 --> Object WingRRearGlow with following details: 128
WingRLight128 --> Object WingRLight with following details: 128
Smoke_node02
Smoke_node03
BodyRheadlight128 --> Object BodyRheadlight with following details: 128
BodyLheadlight128 --> Object BodyLheadlight with following details: 128
FlareLMB128 --> Object FlareLMB with following details: 128
JetTrail_R2_128 --> Object JetTrail_R2_ with following details: 128
JetTrail_R_128 --> Object JetTrail_R_ with following details: 128
JetTrail_L2_128 --> Object JetTrail_L2_ with following details: 128
JetTrail_L_128 --> Object JetTrail_L_ with following details: 128
FlareRMB128 --> Object FlareRMB with following details: 128
Jetnozzle0
Jetnozzle1
burnerLitR --> Object burnerLitR with following details: 128
burnerLitL --> Object burnerLitL with following details: 128
HercBody_128 --> Object HercBody_ with following details: 128
RightHip_128 --> Object RightHip_ with following details: 128
RightKnee_128 --> Object RightKnee_ with following details: 128
RightShin_128 --> Object RightShin_ with following details: 128
RighFoot_128 --> Object RighFoot_ with following details: 128
RightToemid_128 --> Object RightToemid_ with following details: 128
RightNailmid_128 --> Object RightNailmid_ with following details: 128
RightToeleft_128 --> Object RightToeleft_ with following details: 128
RightNailleft_128 --> Object RightNailleft_ with following details: 128
RightToerear_128 --> Object RightToerear_ with following details: 128
RightNailrear_128 --> Object RightNailrear_ with following details: 128
RightToeright_128 --> Object RightToeright_ with following details: 128
RightNailright_128 --> Object RightNailright_ with following details: 128
LeftHip_128 --> Object LeftHip_ with following details: 128
LeftKnee_128 --> Object LeftKnee_ with following details: 128
LeftShin_128 --> Object LeftShin_ with following details: 128
LeftFoot_128 --> Object LeftFoot_ with following details: 128
LeftToerear_128 --> Object LeftToerear_ with following details: 128
LeftNailrear_128 --> Object LeftNailrear_ with following details: 128
LeftToeleft_128 --> Object LeftToeleft_ with following details: 128
LeftNailleft_128 --> Object LeftNailleft_ with following details: 128
LeftToeright_128 --> Object LeftToeright_ with following details: 128
LeftNailright_128 --> Object LeftNailright_ with following details: 128
LeftToemid_128 --> Object LeftToemid_ with following details: 128
LeftNailmid_128 --> Object LeftNailmid_ with following details: 128
Sequences:
0: Damage
1: activate
2: MaintainBack
3: ActivateBack
Material list:
material #0: "skins\vehicle_grav_tank_bodyside2".
material #1: "skins\vehicle_grav_tank_bodyside1".
material #2: "skins\jetflare2". Additive-translucent.
material #3: "skins\jets00". Additive-translucent.
material #4: "skins\1337seats".
material #5: "skins\1337legfootmounts".
material #6: "skins\1337bod".
material #7: "skins\station_damageM3" not tiled. Translucent.
material #8: "skins\station_damageS4" not tiled. Translucent.
material #9: "skins\station_damageS3" not tiled. Translucent.
material #10: "skins\bullethole6" not tiled. Translucent.
material #11: "skins\bullethole5" not tiled. Translucent.
material #12: "skins\bullethole4" not tiled. Translucent.
material #13: "skins\bullethole3" not tiled. Translucent.
material #14: "skins\station_damageM2" not tiled. Translucent.
material #15: "skins\station_damageM1" not tiled. Translucent.
material #16: "skins\bullethole2" not tiled. Translucent.
material #17: "skins\station_damageL2" not tiled. Translucent.
material #18: "skins\station_damageS1" not tiled. Translucent.
material #19: "skins\station_damageL1" not tiled. Translucent.
material #20: "skins\station_damageL3" not tiled. Translucent.
#3
07/07/2001 (5:16 pm)
Well, looking at your export file, it says it exported Mount0, Mount1 and Mount10. Where are you having problems?
#4
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::EnableTwoSidedMaterials
-Param::CollapseTransforms
+Param::SequenceExport
+Sequence::defaultCyclic
-Sequence::defaultBlend
-Sequence::defaultFirstLastFrameSame
+Sequence::defaultUseFrameRate
-Sequence::defaultIgnoreGroundTransform
-Sequence::defaultUseGroundFrameRate
-Sequence::defaultEnableMorphAnimation
-Sequence::defaultEnableVisAnimation
+Sequence::defaultEnableTransformAnimation
-Sequence::defaultForceMorphAnimation
-Sequence::defaultForceVisAnimation
-Sequence::defaultForceTransformAnimation
-Sequence::defaultOverrideDuration
So overall, I am not totally sure EXACTLY what to do to export, but turning lots of stuff off and on doesn't take too long :-)
So now I have a new vehicle shape with thruster animations from the Assault tank working, all I need to do is work out how to use animation sequences in my model so I can create a walking vehicle (walks foward and backward, turns left and right, jumps - no sidestep) and also add more mount points and turrets (should be easy).
07/08/2001 (7:05 pm)
well it still wouldn't work in the game, but changing these values fixed it. (This should serve to confuse)+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::EnableTwoSidedMaterials
-Param::CollapseTransforms
+Param::SequenceExport
+Sequence::defaultCyclic
-Sequence::defaultBlend
-Sequence::defaultFirstLastFrameSame
+Sequence::defaultUseFrameRate
-Sequence::defaultIgnoreGroundTransform
-Sequence::defaultUseGroundFrameRate
-Sequence::defaultEnableMorphAnimation
-Sequence::defaultEnableVisAnimation
+Sequence::defaultEnableTransformAnimation
-Sequence::defaultForceMorphAnimation
-Sequence::defaultForceVisAnimation
-Sequence::defaultForceTransformAnimation
-Sequence::defaultOverrideDuration
So overall, I am not totally sure EXACTLY what to do to export, but turning lots of stuff off and on doesn't take too long :-)
So now I have a new vehicle shape with thruster animations from the Assault tank working, all I need to do is work out how to use animation sequences in my model so I can create a walking vehicle (walks foward and backward, turns left and right, jumps - no sidestep) and also add more mount points and turrets (should be easy).
#5
07/11/2001 (8:49 pm)
Adding extra seats was easy. But I cannot get the turret to even use a non mount10 mount point, or add multiple turrets.
Torque Owner Tim Gift
AlwaysExport:
ground0
ground1
ground2
ground3
ground4
ground5
eye
mass
mount0
mount1
mount2
mount3
mount4
mount5
mount6
mount10
mountpoint
jetnozzle0
jetnozzle1
jetnozzle2
jetnozzle3
jetnozzle4
jetnozzle5
jetnozzle6
jetnozzle7
contrail0
contrail1
contrail2
contrail3
NeverExport:
G_*
=Params::T2AutoDetail 250