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3 Dimensional Chat / Making swinging doors??

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QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 17th Jan 2004 03:18
Again, I'm designing a level in 3ds max, and I would love to have doors in my game that swing open...I can create a door object in max and change it's pivot point, but can I make them a part of the .X level or do I have to load them seperately? I'd love it for my character to be able to open doors..

feiting
21
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Joined: 19th Oct 2003
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Posted: 17th Jan 2004 03:27
Make it the animation of the .x model...
Unless you get an entity-supported format, I don't think so.

However... TCA or someone has this .X to CS3 importer or something, then a cs3 to cs4 converter, then a cs3 and a cs4 loader. Anyway my point is, CSM supports entities, and even though the CShop program is 65 bucks, if you don't have it, maybe you could study its format a bit, and just use the "free" x to csm converter and csm loader.

Yes, it's cheap, esp to Josh...

Or, make a box and rotate it manually, take out the door.

He who does not take the assassin job, will get killed by one who does.
Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 17th Jan 2004 11:09
The .X format supports hierarchy, so basically if you have seperate objects in the Max File, name "Door", "Building" or whatever, you can then access them seperately from within DBP using the limb commands. This piece of code will search through your .X file and print all the object (limb) data:



Your main commands are: "perform checklist for object limbs 1" which will make an internal checklist of all the limbs in object 1. You can then access that data with: "checklist string$", which will return the name of the object, eg. "Door", "checklist value a", which is the limb number and checklist value b, c, and d but I have no idea what they return. lol.

Once you match up the name of the object with the limb number, you can then use the "rotate limb" command to rotate it like the door would.

It's pretty late here so that may sound a little incoherent but hopefully you can get the jist of what I said.


"Computers are useless they can only give you answers."
QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 17th Jan 2004 22:30
That is in fact, very awesome. Now I just need to figure out how to see if I'm colliding with those limbs...is that possible?

John H
Retired Moderator
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Location: Burlington, VT
Posted: 18th Jan 2004 00:27
You might want to make a dummy object, a cube, the same size as your door and position it at the door limb position and rotate it with the door then use THAT for collision.

RPGamer


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QuothTheRaven
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Joined: 2nd Oct 2002
Location: United States
Posted: 18th Jan 2004 02:36
That's one option, but trying to get it to line up with the door would be horrible. I'm sure there's limb collision commands.

Dave J
Retired Moderator
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Posted: 18th Jan 2004 03:03
There's no limb collision per se but you can use the "Make Object From Limb" command to make the door a new object and then just check collision with that. Then, if for some reason you needed to readd it to the main object/level then just use "Add Limb" to add it, and "Link Limb" to fix the hiearchy.


"Computers are useless they can only give you answers."

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