I cannot get this function to display the name of the first limb. Maybe I'm doing something wrong, but I don't see how. Here's the code:
file$ = cl$()
file$ = right$(file$,len(file$)-1)
file$ = left$(file$,len(file$)-1)
load object file$,1
backdrop off
perform checklist for object limbs 1
print checklist quantity()
wait key
cls
for a = 1 to checklist quantity()
print checklist value a(a)
print checklist value b(a)
print checklist value c(a)
print checklist value d(a)
print checklist string$(a)
wait key
cls
next a
[You need to compile it then drag a file onto it.]
Here's the file I'm using (it's a .x):
xof 0302txt 0032
Header {
1;
0;
1;
}
// Created with: DeleD 3D Editor
// Scene: DeleD Scene
// Author:
// Comment:
// Date: 5/19/2007
Material system {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName {
"system.bmp";
}
}
Material Floor02 {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName {
"Floor02.jpg";
}
}
Material Floor04 {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName {
"Floor04.jpg";
}
}
Material Floor10 {
1.000000;1.000000;1.000000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName {
"Floor10.jpg";
}
}
Mesh TriTri {
24;
640.0000000;-128.0000000;-448.0000000;,
-640.0000000;-128.0000000;-448.0000000;,
-640.0000000;-128.0000000;576.0000000;,
640.0000000;-128.0000000;576.0000000;,
-640.0000000;-128.0000000;-448.0000000;,
-640.0000000;0.0000000;-448.0000000;,
-640.0000000;0.0000000;576.0000000;,
-640.0000000;-128.0000000;576.0000000;,
-640.0000000;0.0000000;-448.0000000;,
640.0000000;0.0000000;-448.0000000;,
640.0000000;0.0000000;576.0000000;,
-640.0000000;0.0000000;576.0000000;,
640.0000000;0.0000000;-448.0000000;,
640.0000000;-128.0000000;-448.0000000;,
640.0000000;-128.0000000;576.0000000;,
640.0000000;0.0000000;576.0000000;,
-640.0000000;-128.0000000;-448.0000000;,
640.0000000;-128.0000000;-448.0000000;,
640.0000000;0.0000000;-448.0000000;,
-640.0000000;0.0000000;-448.0000000;,
-640.0000000;0.0000000;576.0000000;,
640.0000000;0.0000000;576.0000000;,
640.0000000;-128.0000000;576.0000000;,
-640.0000000;-128.0000000;576.0000000;;
6;
4;3,2,1,0;,
4;7,6,5,4;,
4;11,10,9,8;,
4;15,14,13,12;,
4;19,18,17,16;,
4;23,22,21,20;;
MeshMaterialList {
1;
6;
0,
0,
0,
0,
0,
0;;
{ system }
}
MeshNormals {
8;
0.5773503;-0.5773503;0.5773503;,
-0.5773503;-0.5773503;0.5773503;,
-0.5773503;0.5773503;0.5773503;,
0.5773503;0.5773503;0.5773503;,
0.5773503;-0.5773503;-0.5773503;,
-0.5773503;-0.5773503;-0.5773503;,
-0.5773503;0.5773503;-0.5773503;,
0.5773503;0.5773503;-0.5773503;;
6;
4;0,1,5,4;,
4;1,2,6,5;,
4;2,3,7,6;,
4;3,0,4,7;,
4;6,7,4,5;,
4;1,0,3,2;;
}
MeshTextureCoords {
24;
5.0000000;-3.5000000;,
-5.0000000;-3.5000000;,
-5.0000000;4.5000000;,
5.0000000;4.5000000;,
3.5000000;1.0000000;,
3.5000000;0.0000000;,
-4.5000000;0.0000000;,
-4.5000000;1.0000000;,
-5.0000000;3.5000000;,
5.0000000;3.5000000;,
5.0000000;-4.5000000;,
-5.0000000;-4.5000000;,
-3.5000000;0.0000000;,
-3.5000000;1.0000000;,
4.5000000;1.0000000;,
4.5000000;0.0000000;,
-5.0000000;1.0000000;,
5.0000000;1.0000000;,
5.0000000;0.0000000;,
-5.0000000;0.0000000;,
5.0000000;0.0000000;,
-5.0000000;0.0000000;,
-5.0000000;1.0000000;,
5.0000000;1.0000000;;
}
}
Mesh Triangle {
18;
-640.0000000;64.0000000;192.0000000;,
640.0000000;64.0000000;-192.0000000;,
640.0000000;64.0000000;192.0000000;,
-640.0000000;64.0000000;192.0000000;,
-640.0000000;64.0000000;-192.0000000;,
640.0000000;64.0000000;-192.0000000;,
-640.0000000;64.0000000;-192.0000000;,
0.0000000;576.0000000;0.0000000;,
640.0000000;64.0000000;-192.0000000;,
-640.0000000;64.0000000;192.0000000;,
0.0000000;576.0000000;0.0000000;,
-640.0000000;64.0000000;-192.0000000;,
640.0000000;64.0000000;192.0000000;,
0.0000000;576.0000000;0.0000000;,
-640.0000000;64.0000000;192.0000000;,
640.0000000;64.0000000;-192.0000000;,
0.0000000;576.0000000;0.0000000;,
640.0000000;64.0000000;192.0000000;;
6;
3;2,1,0;,
3;5,4,3;,
3;8,7,6;,
3;11,10,9;,
3;14,13,12;,
3;17,16,15;;
MeshMaterialList {
3;
6;
0,
0,
1,
0,
2,
0;;
{ Floor02 }
{ Floor04 }
{ Floor10 }
}
MeshNormals {
5;
-0.4394911;0.6106686;0.6587347;,
-0.5512157;-0.1164668;-0.8261941;,
0.4394911;0.6106686;-0.6587347;,
0.5512157;-0.1164668;0.8261941;,
0.0000000;-1.0000000;0.0000000;;
6;
3;1,0,2;,
3;0,3,2;,
3;0,4,3;,
3;3,4,2;,
3;2,4,1;,
3;1,4,0;;
}
MeshTextureCoords {
18;
-2.5000000;-0.7500000;,
2.5000000;0.7500000;,
2.5000000;-0.7500000;,
-2.5000000;-0.7500000;,
-2.5000000;0.7500000;,
2.5000000;0.7500000;,
2.5000000;-0.2500000;,
0.0000000;-2.2500000;,
-2.5000000;-0.2500000;,
-2.5000000;0.7500000;,
0.0000000;0.0000000;,
-2.5000000;-0.7500000;,
2.5000000;-0.2500000;,
0.0000000;-2.2500000;,
-2.5000000;-0.2500000;,
2.5000000;-0.7500000;,
0.0000000;0.0000000;,
2.5000000;0.7500000;;
}
}
I've tried other versions of this file, such as changing the number of objects or the name, but none of them show the name "Floor".
After more testing, I have concluded that it reads the name of limb 0 as "", and a possible reason would be because it is the base of the object? I am using DeleD, and I cannot seem to find a way to say which object is which limb...Is there one? Because in that case, you could just use a dummy limb 0.
And a question on the side: How does the program determine which object becomes limb 0 and so on?
-F7