| 05-22-2003, 10:31 AM | #1 |
Does anyone knows what are the event objects in the MDL file and how do they work ? If they are the reason that fire burns on buildings and on the mechanical units when they low on health, and make units explode with fire on death, is there any idea how can one edit them ? Why does an event object has a PivotPoint ? How can one manipulate PivotPoints without getting an error from the MDL -> MDX convertor ? ( I always get an error even if I make only a tiny modification ) Can PivotPoints be created outside the Max or Min Extent of the model ? What is the differnece between ParicleEmitter and ParticleEmitter2 ? ( the only thing im sure is that ParticleEmitter2 can't emitt other MDLs ) ParticleEmitters have the strangest PivotPoints of them all, if you check the Infernal and compare it to the FireSkullShrine you'll see what I mean. Well anyways hope I'll get at least one answer. |
| 05-22-2003, 10:57 AM | #2 |
hi I hope I can help a little well I don't know how event objects work but you don't realy need them the pivot point defines the position of the objekt so every objekt needs one (even an event objekt) you can change the pivot point but there should be one for each objekt and you must be sure that they look like this { 0.2, 0.1, 0 }, all spaces and commas have to be at the correct position then there shouldn't be a problem well I never had problems with the Max or Min Extent I don't think that they have an effect on the model I have only worked with ParticleEmitter2 and ribon emitters so far so I don't know the difference C U Ced |
| 05-22-2003, 01:09 PM | #3 |
Thx for the quick answer :D I will look into the EventObject more closly in the next few days and I'll try to figure it out myself. I will try to mess around with PivotPoints again, I'll check, mayme I am doing something wrong. I didn't think so either about PivotPoints beign limited to MinMax Extent its a good thing that they're not though ! ParticleEmitter can emitt other mdls, thats its only function I guess, RibonEmitters are cool to mess with :), I was just wondering if somone knew more about the difference between the ParticleEmitters (1 and 2). MDL editing - its the real power ! 8) |
| 05-23-2003, 11:01 AM | #4 |
Guest | easy: eventobjects are tags for calling up a external file to be activated or played at a certain frame. A example would be the death sound or each unit: instead being bound to unitsound.slk, the deathsound is bound to the model itself. a small example from the steamtank: EventObject "SNDxKSTT" { ObjectId 56, EventTrack 1 { 13833, } } There are two kinds of Eventobjects, the ones with "SNDx" -prefix and "FPTx" -prefix. Sound and footprint sfx . The code behind the prefix is the unique code that is called from the animlookups.slk, in case of "SNDx". If we look it up in the animlookups.slk, we see that KSTT represents SteamTankAttack (which can be again redirected to animsounds.slk, which have a direct link to .wav files) Same applies to "FPTx", but it calls up the T_splatdata.slk Eventtracks is the frame when the sound or sfx should be played ============================================== Pivotpoints are the coordinates of the objectid. in case of eventobjectssounds, its most likely irrelevant. in case of footsteps, you know, have them coordinated on the foot of the model =D |
| 05-26-2003, 05:50 AM | #5 |
Thx a lot Cookie, I knew that you'll answer me :) MDL editing is the best, I wish I could make my own good models though, but... nm I'll try doing some stuff any way, I'll promise to post a preview of any succesful model that I would create. |
