 |
Forum Info
|
 |
Forum Members: 18,575
Total Threads: 8,656
Posts: 94,426
Administrators:
DeeZire, Redemption
There are currently 59 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-06-2004, 05:54 AM
|
#1 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
|
How do I have to understand the coordinates in gmax?
Hello,
I have encountered a problem, with a unit's model!!
There's a tank which code works like the one of the Overlord.
It has to upgrades, which give the unit additional weapons and the additional weapons are seperate models, which are spawned via the OCL.
The code works fine, but I have a problem with the model!!
The additional weapons spawn about two or three meters (in-game-meters!!) above the tank model!
I can manipulate their position, by moving the model in Renx.
I've imported the tank itself and moved the weapons in the right position, but in-game they are still drawn above (or below) the tank model.
A friend of mine, said the reason may be, that there are different coordinates used (world or global or something like that)!
Does anybody know, what this is about and give me a short explanation or a hint where I can find information about that issue??
|
|
|
09-06-2004, 07:29 AM
|
#2 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Location: China
Posts: 356
|
there is a bone in the model of Overlord tank that indicates where its sub-object should be. in this case it is FIREPOINT01. do you have such a bone in your model?
Code:
Object ChinaTankOverlordGattlingCannon
AttachToBoneInContainer = FIREPOINT01
in the sub-object model coord system, this bone should be the origin (pos [0,0,0]).
|
|
|
09-06-2004, 07:52 AM
|
#3 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Posts: 872
|
And don't worget that little thing known as:
Draw = W3DOverlordTankDraw ModuleTag_01
This will make sure the new object stays put.
|
|
|
09-06-2004, 07:55 AM
|
#4 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
|
As I said, the code is correct (FIREPOINT01 also exists and the spawned objects are moving along with the tank, they are just not drawn in the right place), but thanx for the coordinates hint, coolfire.
Do you mean the global coordinates or the ones relatively to the object??
|
|
|
09-06-2004, 10:52 AM
|
#5 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Posts: 872
|
subobject relative to world in RenX.
|
|
|
09-06-2004, 11:42 AM
|
#6 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Location: China
Posts: 356
|
resolution:
1.put all models into one gmax file.(main object and sub object)
2.move everything to make the FIREPOINT01 being the origin (pos [0,0,0]). for example, the pos of the FIREPOINT01 is [1,2,3]. then all objects are relatively move [-1,-2,-3].
3.hide all of the main object, and export the sub ojbect as usual.
|
|
|
09-06-2004, 01:52 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Posts: 872
|
No offense but you're taking the scenic route. Way too complex. I've never done that and it works fine.
|
|
|
09-06-2004, 08:57 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Location: China
Posts: 356
|
it is only for newbies. your are such an experienced modellor that you can do it in a walk, just as me. 
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 10:20 PM.
|