| 08-19-2004, 12:36 AM | #1 |
I currently use gmax for my modelling that i do, however i was told that you couldnt use attachment points with gmax and have them carry over to the model with dex script. So i have tried to do them by hand. Ive succeeded in adding origin attachment points and overhead points, however every time i try to position the overhead point to something that looks like its over my units head it doesnt work. It ends up around the base of my model every time. Can anyone help me out here? Ive attached the mdl. for the model im trying to position correctly. If someone can do it for me that would be great, but id also like to know how to do this myself. Thanks, alreadyused |
| 08-19-2004, 06:49 AM | #2 |
Well, your attachment points are using the incorrect objectID's. Notice that they're both 8, which is out of sequence. They should be 6 and 7 respectively, and each objectID after them should be raised by 2. Also, attachment points need pivot points. Origin should usually be 0,0,0 and overhead should be something like 0,0,100. Keep in mind that these should be the 7th and 8th pivot points (pivot point counting starts at objectID 0), so they should be inserted in the middle of the list. |
| 08-19-2004, 02:59 PM | #3 | |
Quote:
Where or what should i change when you meen each object id should be raised by 2? I was under the impression that the object ID #'s related to the number of lines of pivot points. Im still not quite up to snuff on all the mdl editing. |
| 08-19-2004, 03:44 PM | #4 |
Well i went ahead anyway i think i know what your trying to tell me. I changed the object ids for origin to 6 and overhead to 7. Then i added them into the pivot points lines in lines 7 and 8. counting from 0. Then i went down the list following that and changed my object ids for my particle emitters by 2 on each one. When i went to test in game my overhead looks like an origin point and my origin looks like an overhead. Maybe you can take a look? |
| 08-19-2004, 04:51 PM | #5 |
You have the pivot point of the origin and that of overhead reversed from what they should be. In general, objectID's and pivot points work like this: ObjectID 0... ObjectID 1... ObjectID 2... ... ... Pivot point for objectID 0 Pivot point for objectID 1 Pivot point for objectID 2 ... I'm not really a "real" modeller, so I'm probably saying this wrong, but pivot points position things relative to the rest of model. A pivot point of 0,0,0 places that object at the origin. Higher z values place things centered but higher (x and y can sometimes be counterintuitive because of the way wc3 defines the two horizon axis - generally I have to play around with those to get them correct). Especially with pivot points and emitters, two types of objects that often exist without parents, positioning a pivot point is the ONLY thing you have to do to move that object around relative to the model. |
