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  • in reply to: 0 Life #52688

    WaxyChicken
    Participant

    I’m content with 0 life.
    it gives me that much extra leeway to use batts.

    in reply to: Modelling for Scorched3D with 3D Studio Max #10964

    WaxyChicken
    Participant

    Additional information regarding the changes to the .ASE file format and how to compose models in 3DSMax7 have been added in this post.
    Everything anyone needs to answer their 3dsmax .ASE file questions should be found between this post and that post.

    best of luck
    -The Chicken

    in reply to: 3dsmax7 .ASE to Scorched3D for dummies #52333

    WaxyChicken
    Participant

    THE GUIDE TO ASE EDITING FOR SCORCHED3D

    Snipe’s help with the Parse Error was enough for me to find the problems with the files.

    This is to explain ALL changes needed to your ASE files to adapt them from 3DSMax to Scorched3D 41.x

    NOTE! Word Wraping on this post may skew some file format information.


    Contents:
    A - Sample Incorrect File
    B - Sample Corrected File
    C - Details of changes
    1 - the *MATERIAL_LIST
    2 - the *GEOMOBJECT
    3 - *MESH_SMOOTHING
    4 - Texture vertexes and faces
    5 - *MATERIAL_REF and Material References
    D - Last - sumerizing the flow
    E - Please Remember

    A – Sample Incorrect File========================


    *3DSMAX_ASCIIEXPORT 200
    *COMMENT "AsciiExport Version 2.00 - Sun Jul 27 19:25:27 2008"
    *SCENE {
    *SCENE_FILENAME ""
    *SCENE_FIRSTFRAME 0
    *SCENE_LASTFRAME 100
    *SCENE_FRAMESPEED 30
    *SCENE_TICKSPERFRAME 160
    *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
    *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
    }
    *MATERIAL_LIST {
    *MATERIAL_COUNT 1
    *MATERIAL 0 {
    *MATERIAL_NAME "02 - Default"
    *MATERIAL_CLASS "Standard"
    *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
    *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
    *MATERIAL_SPECULAR 0.9000 0.9000 0.9000
    *MATERIAL_SHINE 0.1000
    *MATERIAL_SHINESTRENGTH 0.0000
    *MATERIAL_TRANSPARENCY 0.0000
    *MATERIAL_WIRESIZE 1.0000
    *MATERIAL_SHADING Blinn
    *MATERIAL_XP_FALLOFF 0.0000
    *MATERIAL_SELFILLUM 0.0000
    *MATERIAL_FALLOFF In
    *MATERIAL_XP_TYPE Filter
    *MAP_DIFFUSE {
    *MAP_NAME "Map #2"
    *MAP_CLASS "Bitmap"
    *MAP_SUBNO 1
    *MAP_AMOUNT 1.0000
    *BITMAP "C:Program FilesScorched3Ddataglobalmodsurbandatatanksgreen3.bmp"
    *MAP_TYPE Screen
    *UVW_U_OFFSET 0.0000
    *UVW_V_OFFSET 0.0000
    *UVW_U_TILING 1.0000
    *UVW_V_TILING 1.0000
    *UVW_ANGLE 0.0000
    *UVW_BLUR 1.0000
    *UVW_BLUR_OFFSET 0.0000
    *UVW_NOUSE_AMT 1.0000
    *UVW_NOISE_SIZE 1.0000
    *UVW_NOISE_LEVEL 1
    *UVW_NOISE_PHASE 0.0000
    *BITMAP_FILTER Pyramidal
    }
    }
    }
    *GEOMOBJECT {
    *NODE_NAME "turret"
    *NODE_TM {
    *NODE_NAME "turret"
    *INHERIT_POS 0 0 0
    *INHERIT_ROT 0 0 0
    *INHERIT_SCL 0 0 0
    *TM_ROW0 1.0000 0.0000 0.0000
    *TM_ROW1 0.0000 -0.0000 1.0000
    *TM_ROW2 0.0000 -1.0000 -0.0000
    *TM_ROW3 0.5076 -0.0000 1.0152
    *TM_POS 0.5076 -0.0000 1.0152
    *TM_ROTAXIS -1.0000 0.0000 0.0000
    *TM_ROTANGLE 1.5708
    *TM_SCALE 1.0000 1.0000 1.0000
    *TM_SCALEAXIS 0.0000 0.0000 0.0000
    *TM_SCALEAXISANG 0.0000
    }
    *MESH {
    *TIMEVALUE 0
    *MESH_NUMVERTEX 224
    *MESH_NUMFACES 440
    *MESH_VERTEX_LIST {
    *MESH_VERTEX 0 0.5076 -0.0000 1.0152
    *MESH_VERTEX 1 8.2394 -0.0000 1.0152
    *MESH_VERTEX 2 7.7731 -0.0000 3.6596
    *MESH_VERTEX 3 6.4305 -0.0000 5.9851
    *MESH_VERTEX 4 4.3735 -0.0000 7.7111
    [....etc.......]
    *MESH_VERTEX 221 7.2144 22.8982 6.7067
    *MESH_VERTEX 222 4.1373 22.8982 8.7628
    *MESH_VERTEX 223 0.5076 24.7849 0.0000
    }
    *MESH_FACE_LIST {
    *MESH_FACE 0: A: 0 B: 2 C: 1 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 1: A: 0 B: 3 C: 2 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 2: A: 0 B: 4 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1
    *MESH_FACE 3: A: 0 B: 5 C: 4 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1
    *MESH_FACE 4: A: 0 B: 6 C: 5 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1
    *MESH_FACE 5: A: 0 B: 7 C: 6 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 6: A: 0 B: 8 C: 7 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    [....etc.......]
    *MESH_FACE 436: A: 223 B: 220 C: 219 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 437: A: 223 B: 221 C: 220 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 438: A: 223 B: 222 C: 221 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 439: A: 223 B: 207 C: 222 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    }
    *MESH_NUMTVERTEX 280
    *MESH_TVERTLIST {
    *MESH_TVERT 0 0.5000 0.0000 0.0000
    *MESH_TVERT 1 0.7500 0.0000 1.0000
    *MESH_TVERT 2 0.8056 0.0000 1.0000
    *MESH_TVERT 3 0.8611 0.0000 1.0000
    *MESH_TVERT 4 0.9167 0.0000 1.0000
    [....etc......]
    *MESH_TVERT 277 0.8750 0.0000 0.0000
    *MESH_TVERT 278 0.9375 0.0000 0.0000
    *MESH_TVERT 279 1.0000 0.0000 0.0000
    }
    *MESH_NUMTVFACES 440
    *MESH_TFACELIST {
    *MESH_TFACE 0 0 2 1
    *MESH_TFACE 1 0 3 2
    *MESH_TFACE 2 0 4 3
    *MESH_TFACE 3 0 5 4
    *MESH_TFACE 4 0 6 110
    [...etc.......]
    *MESH_TFACE 438 277 261 260
    *MESH_TFACE 439 278 262 261
    }
    *MESH_NORMALS {
    *MESH_FACENORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 1 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 1 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 2 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 4 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 3 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 5 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 4 0.0000 0.0000 -1.0000
    [.....etc.......]
    *MESH_FACENORMAL 437 0.1653 0.1104 -0.9800
    *MESH_VERTEXNORMAL 223 -0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 221 0.2850 0.2850 -0.9152
    *MESH_VERTEXNORMAL 220 0.3724 0.1543 -0.9152
    *MESH_FACENORMAL 438 0.1104 0.1653 -0.9800
    *MESH_VERTEXNORMAL 223 -0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 222 0.1543 0.3724 -0.9152
    *MESH_VERTEXNORMAL 221 0.2850 0.2850 -0.9152
    *MESH_FACENORMAL 439 0.0388 0.1949 -0.9800
    *MESH_VERTEXNORMAL 223 -0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 207 -0.0000 0.4031 -0.9152
    *MESH_VERTEXNORMAL 222 0.1543 0.3724 -0.9152
    }
    }
    *PROP_MOTIONBLUR 0
    *PROP_CASTSHADOW 1
    *PROP_RECVSHADOW 1
    *MATERIAL_REF 0
    }

    B – Sample Correct File=====================


    *3DSMAX_ASCIIEXPORT 200
    *COMMENT "AsciiExport Version 2.00 - Sun Jul 27 19:25:27 2008"
    *SCENE {
    *SCENE_FILENAME ""
    *SCENE_FIRSTFRAME 0
    *SCENE_LASTFRAME 100
    *SCENE_FRAMESPEED 30
    *SCENE_TICKSPERFRAME 160
    *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
    *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
    }
    *MATERIAL_LIST {
    *MATERIAL_COUNT 0
    }
    *GEOMOBJECT {
    *NODE_NAME "turret"
    *NODE_TM {
    *NODE_NAME "turret"
    *INHERIT_POS 0 0 0
    *INHERIT_ROT 0 0 0
    *INHERIT_SCL 0 0 0
    *TM_ROW0 1.0000 0.0000 0.0000
    *TM_ROW1 0.0000 -0.0000 1.0000
    *TM_ROW2 0.0000 -1.0000 -0.0000
    *TM_ROW3 0.5076 -0.0000 1.0152
    *TM_POS 0.5076 -0.0000 1.0152
    *TM_ROTAXIS -1.0000 0.0000 0.0000
    *TM_ROTANGLE 1.5708
    *TM_SCALE 1.0000 1.0000 1.0000
    *TM_SCALEAXIS 0.0000 0.0000 0.0000
    *TM_SCALEAXISANG 0.0000
    }
    *MESH {
    *TIMEVALUE 0
    *MESH_NUMVERTEX 224
    *MESH_NUMFACES 440
    *MESH_VERTEX_LIST {
    *MESH_VERTEX 0 0.5076 -0.0000 1.0152
    *MESH_VERTEX 1 8.2394 -0.0000 1.0152
    *MESH_VERTEX 2 7.7731 -0.0000 3.6596
    *MESH_VERTEX 3 6.4305 -0.0000 5.9851
    *MESH_VERTEX 4 4.3735 -0.0000 7.7111
    [....etc.......]
    *MESH_VERTEX 221 7.2144 22.8982 6.7067
    *MESH_VERTEX 222 4.1373 22.8982 8.7628
    *MESH_VERTEX 223 0.5076 24.7849 0.0000
    }
    *MESH_FACE_LIST {
    *MESH_FACE 0: A: 0 B: 2 C: 1 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 1: A: 0 B: 3 C: 2 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 2: A: 0 B: 4 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 1
    *MESH_FACE 3: A: 0 B: 5 C: 4 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 1
    *MESH_FACE 4: A: 0 B: 6 C: 5 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 1
    *MESH_FACE 5: A: 0 B: 7 C: 6 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 6: A: 0 B: 8 C: 7 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    [....etc.......]
    *MESH_FACE 436: A: 223 B: 220 C: 219 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 437: A: 223 B: 221 C: 220 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 438: A: 223 B: 222 C: 221 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 439: A: 223 B: 207 C: 222 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 1
    }
    *MESH_NUMTVERTEX 0
    *MESH_NORMALS {
    *MESH_FACENORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 1 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 1 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 2 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 4 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
    *MESH_FACENORMAL 3 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 5 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 4 0.0000 0.0000 -1.0000
    [.....etc.......]
    *MESH_FACENORMAL 437 0.1653 0.1104 -0.9800
    *MESH_VERTEXNORMAL 223 -0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 221 0.2850 0.2850 -0.9152
    *MESH_VERTEXNORMAL 220 0.3724 0.1543 -0.9152
    *MESH_FACENORMAL 438 0.1104 0.1653 -0.9800
    *MESH_VERTEXNORMAL 223 -0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 222 0.1543 0.3724 -0.9152
    *MESH_VERTEXNORMAL 221 0.2850 0.2850 -0.9152
    *MESH_FACENORMAL 439 0.0388 0.1949 -0.9800
    *MESH_VERTEXNORMAL 223 -0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 207 -0.0000 0.4031 -0.9152
    *MESH_VERTEXNORMAL 222 0.1543 0.3724 -0.9152
    }
    }
    *PROP_MOTIONBLUR 0
    *PROP_CASTSHADOW 1
    *PROP_RECVSHADOW 1
    *WIREFRAME_COLOR 0.5000 0.5000 0.5000
    }

    C – Details of changes=======================

    1 – the *MATERIAL_LIST
    remove all contents of
    *MATERIAL_LIST {
    brackets and replace with:

    *MATERIAL_LIST {
    *MATERIAL_COUNT 0
    }

    We should not be exporting materials with our .ASE files when scorched is the target application.
    YOU MUST have a *MATERIAL_LIST in your file. and it MUST be zero.
    it is to be located between *SCENE {} and your first *GEOMOBJECT {}

    2 – the *GEOMOBJECT
    (geometric object)
    in the following section:


    *GEOMOBJECT {
    *NODE_NAME "turret"
    *NODE_TM {
    *NODE_NAME "turret"

    you must have both names matching (they should already match).
    you should have a “turret” so that your model spins with aiming.
    (simply name your objects before exporting:
    “base”
    “turret”
    “gun”
    are all optional.
    “base” won’t spin/tilt.
    “turret” will spin/ won’t tilt.
    “gun” will tilt / will spin when turrent spins.
    a gun mesh and a base mesh are optional.
    any tilting and turning axis are set by that object’s piviot point.
    so simply enter the Hierarchy section and choose Pivot , Adjust Pivot, Affect Pivot Only
    like so:

    where your pivots are placed will express to Schorched3D the axis where you want your models to turn and tilt at.
    I hope to explain more on this in a later addition to this article.
    YOU MUST have atleast one *GEOMOBJECT {} in your file and for best results you should have atleast one *NODE_NAME “turret” (located at GEOMOBJECT first section and *NODE_TM {

    3 – *MESH_SMOOTHING
    in these lines: (specificly *MESH_FACE 2:)


    *MESH_FACE 0: A: 0 B: 2 C: 1 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 1: A: 0 B: 3 C: 2 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 2: A: 0 B: 4 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 1

    notice this part:
    *MESH_SMOOTHING *MESH_MTLID 1
    for some reason, during export, the 0 is dropped. the above syntax should be:
    *MESH_SMOOTHING 0 *MESH_MTLID 1
    (add a [space] and a [zero] after the word “*MESH_SMOOTHING”)
    so it should appear like this:


    *MESH_FACE 2: A: 0 B: 4 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 1

    this section is located in:


    *GEOMOBJECT {
    *MESH {
    *MESH_FACE_LIST{
    *MESH_FACE

    each GEOMOBJECT will likely require these changes.

    4 – Texture vertexes and faces
    in this section:


    *MESH_NUMTVERTEX 280
    *MESH_TVERTLIST {
    *MESH_TVERT 0 0.5000 0.0000 0.0000
    *MESH_TVERT 1 0.7500 0.0000 1.0000
    *MESH_TVERT 2 0.8056 0.0000 1.0000
    *MESH_TVERT 3 0.8611 0.0000 1.0000
    *MESH_TVERT 4 0.9167 0.0000 1.0000
    [....etc......]
    *MESH_TVERT 277 0.8750 0.0000 0.0000
    *MESH_TVERT 278 0.9375 0.0000 0.0000
    *MESH_TVERT 279 1.0000 0.0000 0.0000
    }
    *MESH_NUMTVFACES 440
    *MESH_TFACELIST {
    *MESH_TFACE 0 0 2 1
    *MESH_TFACE 1 0 3 2
    *MESH_TFACE 2 0 4 3
    *MESH_TFACE 3 0 5 4
    *MESH_TFACE 4 0 6 110
    [...etc.......]
    *MESH_TFACE 438 277 261 260
    *MESH_TFACE 439 278 262 261
    }

    *MESH_NUMTVERTEX should be changed to 0 (zero) to read as:

          *MESH_NUMTVERTEX 0

    the following sections and all their contents must be deleted:
    *MESH_TVERTLIST {
    [….etc……]
    }
    *MESH_NUMTVFACES 440
    *MESH_TFACELIST {
    […etc…….]
    }

    5 – *MATERIAL_REF and Material References
    the footer for this object:


    *PROP_MOTIONBLUR 0
    *PROP_CASTSHADOW 1
    *PROP_RECVSHADOW 1
    *MATERIAL_REF 0
    }

    There should be no ” *MATERIAL_REF” in your file (material reference ID’s) because we cannot import materials.
    change

        *MATERIAL_REF n    

    to

       *WIREFRAME_COLOR 0.5000   0.5000   0.5000 

    This will be located at the end of each *GEOMOBJECT {} and MUST be present.

    D – Last – sumerizing the flow================


    *3DSMAX_ASCIIEXPORT 200
    *COMMENT "AsciiExport Version 2.00 - Sun Jul 27 19:25:27 2008"
    *SCENE {
    *SCENE_FILENAME "any_file_name.max"
    *SCENE_FIRSTFRAME int
    *SCENE_LASTFRAME int
    *SCENE_FRAMESPEED int
    *SCENE_TICKSPERFRAME int
    *SCENE_BACKGROUND_STATIC float float float
    *SCENE_AMBIENT_STATIC float float float
    }
    *MATERIAL_LIST {
    *MATERIAL_COUNT 0
    }
    *GEOMOBJECT {
    *NODE_NAME "turret"
    *NODE_TM {
    *NODE_NAME "turret"
    *INHERIT_POS 0 0 0
    *INHERIT_ROT 0 0 0
    *INHERIT_SCL 0 0 0
    *TM_ROW0 float float float
    *TM_ROW1 float float float
    *TM_ROW2 float float float
    *TM_ROW3 float float float
    *TM_POS float float float
    *TM_ROTAXIS float float float
    *TM_ROTANGLE float
    *TM_SCALE float float float
    *TM_SCALEAXIS float float float
    *TM_SCALEAXISANG float float float
    }
    *MESH {
    *TIMEVALUE 0
    *MESH_NUMVERTEX int
    *MESH_NUMFACES int
    *MESH_VERTEX_LIST {
    *MESH_VERTEX 0 float float float
    *MESH_VERTEX 1 float float float
    *MESH_VERTEX 2 float float float
    *MESH_VERTEX 3 float float float
    *MESH_VERTEX 4 float float float
    [.etc... continues until int for *MESH_NUMVERTEX]
    }
    *MESH_FACE_LIST {
    *MESH_FACE 0: A: 0 B: 2 C: 1 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 1: A: 0 B: 3 C: 2 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 1
    *MESH_FACE 2: A: 0 B: 4 C: 3 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 1
    *MESH_FACE 3: A: 0 B: 5 C: 4 AB: 0 BC: 1 CA: 0 *MESH_SMOOTHING 0 *MESH_MTLID 1
    [.etc...continues until int for *MESH_NUMFACES]
    }
    *MESH_NUMTVERTEX 0
    *MESH_NORMALS {
    *MESH_FACENORMAL 0 float float float
    *MESH_VERTEXNORMAL 0 float float float
    *MESH_VERTEXNORMAL 2 float float float
    *MESH_VERTEXNORMAL 1 float float float
    *MESH_FACENORMAL 1 float float float
    *MESH_VERTEXNORMAL 0 float float float
    *MESH_VERTEXNORMAL 3 float float float
    *MESH_VERTEXNORMAL 2 float float float
    *MESH_FACENORMAL 2 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 float float float
    *MESH_VERTEXNORMAL 4 float float float
    *MESH_VERTEXNORMAL 3 float float float
    *MESH_FACENORMAL 3 0.0000 0.0000 -1.0000
    *MESH_VERTEXNORMAL 0 float float float
    *MESH_VERTEXNORMAL 5 float float float
    *MESH_VERTEXNORMAL 4 float float float
    [.etc...one MESH_FACENORMAL for every *MESH_FACE]
    }
    }
    *PROP_MOTIONBLUR 0
    *PROP_CASTSHADOW 1
    *PROP_RECVSHADOW 1
    *WIREFRAME_COLOR float float float
    }

    E – Please Remember: ==============
    there will be one *GEOMOBJECT { for ever seperate object you have in your tank.
    the minimum is 1 *GEOMOBJECT named “turret”.
    the perfered for gamers is:
    1 *GEOMOBJECT named “turret”
    1 *GEOMOBJECT named “gun”
    1 *GEOMOBJECT named “base”
    not all parts of your objects must be connected.
    you may have other objects, but they will act as a base.

    also – WHEN YOU ARE LOOKING AT LEFT VIEWPORT, YOUR MODEL SHOULD FACE LEFT.
    WHEN YOU ARE LOOKING AT RIGHT VIEWPORT, YOUR MODEL SHOULD FACE RIGHT.

    I hope to add more to the knowledge base at a later date.

    I hope this article has been useful to you.
    Composed by the ever nosey WaxyChicken

    in reply to: trouble with .ase #52330

    WaxyChicken
    Participant

    restarted a new thread in hopes that providing more detail will bring the solution.

    please GOTO:

    http://www.scorched3d.co.uk/phpBB2/viewtopic.php?t=5366

    in reply to: trouble with .ase #52329

    WaxyChicken
    Participant

    zipped format

    this is before i tried any of my failed editing to it.

    in reply to: The SourceForge mod project #26798

    WaxyChicken
    Participant

    Just out of curiosity, What ever happened to this project?
    the last post in this thread was over 14 months ago.

    in reply to: aiming down #52316

    WaxyChicken
    Participant

    It looks like that can work.

    Is there some way you could make the pitch angle redirect =
    (angle – 45) * 2

    this would provide a full 180 degrees by using only every other degree of the 180.

    in reply to: No more truce #52300

    WaxyChicken
    Participant

    I would happily stop trucing if i could find a team server with people.
    I find team play to be more fulfilling.

    in reply to: To Dolphin_Dasher #52290

    WaxyChicken
    Participant

    he tried importing the s3m before going to the zip and just placing that in the globalmods.

    could the s3m be over-riding the ziped directory?

    in reply to: To Dolphin_Dasher #52286

    WaxyChicken
    Participant

    No problem, that’s what i made it for.
    there are still some apoc files floating around in the hud, but those should be the only ones. (Special thanks to the APOC creator and contributors)

    backup the accessories.xml file before you change it.

    some “weapons” in accessories are needed for other weapons to work (such as muzzle flash). also, some weapons are needed for the bot weapon sets in TankAIs.xml and TankAIWeaponSets.xml . So be sure to double check those files and see if you’re renaming or removing one that they are trying to buy/use.

    you can change their weapons, you just can’t delete or rename them unless you edit the bot files. ( tankaiweaonsets.xml is an include file for tankais.xml )

    try a file search for all files in the /example directory that contain the word “example”. it does not seem to be a word that’s used in the other mods or in the xml tags so you should be able to tell what is necessary for your mod name to load properly.

    later on i might hit models since i have 2 versions of 3DS Max (3.1 and 7) so maybe later on we can collaborate on something.

    _________
    CLUCK!

    ps: thanks to whoever gave me the UNCOOKED rank. 😀 I love it!

    in reply to: A few mod answers, plz #52276

    WaxyChicken
    Participant

    Can tell them to prefer players in close-range over any other;
    but unless the target is over 300 steps away, they will see it and try to
    move closer.

    that’s what i want. but less than 300.

    (lock camera) Yuck!
    Total cam control is what make’s S3d worthwhile. Limiting it would
    make players leave and try another mod..

    if the ONLY thing done was lock camera, then yes, they would. However, if it was made 1st person with several other changes to become a seek&distroy it would be worth people trying out.

    (lock hud locations) You can set thier original locations with the mods /data/windows.xml.
    A Joining player will have his Hud set according to the defined layout
    and it will be reset to there each time they re-join, but players will be
    able to slide thier own hud around while playing.

    bummer.

    (overlay) Currently no, but isn’t a bad idea. Altho it may become a visual
    hinderance for seeing everything the player wants, unless it’s
    opacity can be set.

    or if you can lock the camera in 1st person.
    It would be great for 1st person seek&distroy or helio cockpit.

    as far as the source code – the actual EXE replacement isn’t what i was intending. my next question after all of the “no, it can’t be done with the current mod system” was going to be “can you include a .dll in the mod?”


    Mod Concept:

    1st person turn based seek & destroy

    1 – place camera at the tank.
    2 – create a tank screen (lock hud positions, add in overlay for a dash and the tank turret)
    3 – inf. fuel, shoot or move for every turn. (distance of movement based on tank health)
    4 – keep the radar & wind but alter the display and lock them in an overlay complaint position.
    5 – more tank-friendly maps (less islands, high peek mountains the tanks can’t climb for friendly placement, etc.)
    6 – add in a bridge “weapon” for crossing water
    7 – add in a warning beep for when a tank is firing within n distance of you. (so if you hear a missile that lands behind you the dash will inform you that you may of been shot at)

    there would be some other changes done for it, but those are the most bassic needs.

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