New models
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Re: New models
I would assume you move the model around in 3dsmax untill it is centered on the grid, right?
Which reference refers to a model with a collision model included? I wanna import a simple building and rig its collision.
My first real map will either be a airport or a geothermal plant so i'll need to be able to add complex physics.
Which reference refers to a model with a collision model included? I wanna import a simple building and rig its collision.
My first real map will either be a airport or a geothermal plant so i'll need to be able to add complex physics.
Re: New models
My old topic on this subject:Teromen wrote:I would assume you move the model around in 3dsmax untill it is centered on the grid, right?
viewtopic.php?f=31&t=4431
Buildings usually don't have physics boxes attached, they instead use standalone physics objects... take alook at the various buildings in the Town, or the Plantation House in JR.Which reference refers to a model with a collision model included? I wanna import a simple building and rig its collision.
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: New models
I got the crate physics to work. But when I try to import a physics object the level stops loading in the game. I copied an object from the stairs in ingen town.
Does each physics object import separately or can I use Exmpl-Box-SepPhys10.values.txt and do them all in one file? I haven't had luck with this file btw. Must be doing something wrong.
Does each physics object import separately or can I use Exmpl-Box-SepPhys10.values.txt and do them all in one file? I haven't had luck with this file btw. Must be doing something wrong.
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Re: New models
You need to be careful with your wording, here. Trespasser uses two kinds of 'collision models' - $ubmodels and invisible-instances. The first is usually for moveable objects, the second always for non-moveable ones.Teromen wrote:Which reference refers to a model with a collision model included? I wanna import a simple building and rig its collision.
$ubmodel - "Exmpl-Cmpnd.values.txt" (these models use 'string Type = "Compound"')
invisible-instance - "Exmpl-Box-SepPhys.values.txt" (the physics are separate)
Need some extra detail here... Can you provide the t-script for us?Teromen wrote:I got the crate physics to work. But when I try to import a physics object the level stops loading in the game. I copied an object from the stairs in ingen town.
Multiple separate physics objects can be imported within a single TPM/values file combo, as well as the visible object(s) they go to. Checking the example file.. I don't see any issues with it. Be sure the model names match between the TPM and values files, and that the filename for the TPM and values file is the same. If you're still stuck, post it here (recommend to put it in 'Code' forum code tags).Does each physics object import separately or can I use Exmpl-Box-SepPhys10.values.txt and do them all in one file? I haven't had luck with this file btw. Must be doing something wrong.
Re: New models
Code: Select all
group TTeroBunker10-00 = {
int ext_GeometryType = 2
string Class = "CInstance"
bool Tangible = true
bool Moveable = false
float Density = 10.0
string SoundMaterial = "[material]"
}
group FTeroBunker10-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
group FTeroBunker11-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
group FTeroBunker12-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
group FTeroBunker13-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
group FTeroBunker14-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
- Attachments
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- TeroBunker1.zip
- (153.8 KiB) Downloaded 375 times
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- TeroBunker1.zip
- (153.81 KiB) Downloaded 409 times
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Re: New models
Code: Select all
group TTeroBunker00-00 = {
int ext_GeometryType = 2
string Class = "CInstance"
bool Visible = true
bool Tangible = false
bool Moveable = false
float Density = 10.0
string SoundMaterial = "[material]"
}
Code: Select all
group FTeroBunker00-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
EDIT: Oh almost forgot - machf has compiled several, more up-to-date lists for Trespasser sounds, found in his signature, tho last I checked they are organized as-found in the TPA files rather than by type and can be more difficult to search through.
Re: New models
Something about the main model wont let the level load in Trespasser. If I import the model separately it works, just not with the collision. And if I delete the main mesh and leave the collision physics the game runs fine and the collision works.
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Re: New models
Definitely a missing detail somewhere. Again, leave only the geometry type value in the main model's script. There's no reason the presence of the main model and its physics at the same time would cause the level not to work when it works with only the one or the others. Let us know if you still can't get it to work.. Maybe attach the latest TPM file with all 6 models.
Re: New models
They do contain a "SoundMaterials" section, though, where such sound materials are sorted alphabetically... the sounds themselves aaren't needed for what he's doing right now.Draconisaurus wrote: EDIT: Oh almost forgot - machf has compiled several, more up-to-date lists for Trespasser sounds, found in his signature, tho last I checked they are organized as-found in the TPA files rather than by type and can be more difficult to search through.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: New models
I deleted the first section entirely and that fixed the crashing and collision. Just now there is no lighting lol. it never ends does it
I assume I just need to figure out the correct script.
Edit: TresEd has lighting, there's just none in game. All one brightness. Do you think the blocking physics are blocking light?
I assume I just need to figure out the correct script.
Edit: TresEd has lighting, there's just none in game. All one brightness. Do you think the blocking physics are blocking light?
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- TPass002.jpg (57.16 KiB) Viewed 10778 times
Last edited by Teromen on Sat Jul 29, 2017 12:54 pm, edited 1 time in total.
Re: New models
Probably. Try adding "bool Shadow = false"Teromen wrote:I deleted the first section entirely and that fixed the crashing and collision. Just now there is no lighting lol. it never ends does it
I assume I just need to figure out the correct script.
Edit: TresEd has lighting, there's just none in game. All one brightness. Do you think the blocking physics are blocking light?
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: New models
Exmpl-Box-SepPhys.values.txt
Is that first part for the physics model? Second part for the display model?
Code: Select all
group __[name]00-00 = {
int ext_GeometryType = 1
string Class = "CInstance"
bool Tangible = true
float Density = 10.0
bool Visible = false
bool Shadow = false
string SoundMaterial = "[material]"
}
group [name]-00 = {
int ext_GeometryType = 2
}
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Re: New models
That glowing building is very strange... That should only happen of the model has "bool Unlit = true". I can't imagine how even shadow-casting physics could result in that. Maybe something bizarre with the iterations of script it had with successive imports. Not sure what the solution is except deleting the model in TresEd and giving it a new values file before reimport. This time include the geometry type, which for intangible visible objects is 2.
Re: New models
Well, when you import a model with "bool Unlit = true", it stays that way, even if you change it afterwards in TresEd...Draconisaurus wrote:That glowing building is very strange... That should only happen of the model has "bool Unlit = true". I can't imagine how even shadow-casting physics could result in that. Maybe something bizarre with the iterations of script it had with successive imports. Not sure what the solution is except deleting the model in TresEd and giving it a new values file before reimport. This time include the geometry type, which for intangible visible objects is 2.
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: New models
Hmm. In my experience, aside from of course having the object set to bool Unlit = true, a glitch can occur when using 24-bit textures, causing the 24-bit texture to look somewhat Unlit, even if it isn't so. GeomAdd will warn you when you import that "24-bit textures are experimental" or something similar if the textures are 24-bit. The glitch seems to be more obvious when using textures with transparency, but it definitely happens when using normal textures. Are you using palletted, 256-colour textures when importing?