It worked out pretty well! Then I exported him as TPM, exported his shadow mesh as TPM, and went to TPDC for the first time since 0.2 came out. I selected the "Trike" preset, and browsed for "Dimetrodon.tpm". Then I had to select Dimetrodon.tpm again from a list of objects... Anyway he was WAAAYY too big, so I went back and shrunk him down to size, using a velociraptor 3ds as reference. So then I did that again and he looked awesome!! (even though for some reason his texture failed to appear...)
Then I went to Editing, and the first real problem came up.
He was 90 degrees off!! How lame! So I went into Max and rotated Dimetro & his shadow 90 degrees CW, reexported them, and started all over. Still 90 degrees off? WTF!!! Then I did 2 things: this time I had come to the realization that it would be better to get the size of Dimetro as close to the Trike as possible, so I imported a Trike and scaled Dimetro accordingly. Then I realized that TPDC might be automatically resetting his rotation to 0, so I went to Hierarchy and aligned both their pivot points to world (thus rotating their pivot points so that they now were said to be rotated 0 degrees, though in the same position). So I took him back into TPDC.... no luck. Though his size was better.
So, unsure how to fix the rotation problem, I supposed that perhaps I could assign the bones to Dimetro's verts reguardless, so I went and did it.
After taking a long time to assign them all and saving the settings, I saved the file as a .TPM (DimetroTest.tpm). Then I imported him into the Demo, and... he looked odd. Also I had forgotten to give him any script, so his subobjects didn't behave right. But anyway, I moved him to the basement, copied him and placed the copy on the road. Ingame....
.....yeah. Something's not quite right. The next thing I tried was making values for him, using Trike script and changing one or two things (hit points, etc):
Code: Select all
group Dimetrodon = {
int ext_GeometryType = 1
int Archetype = 1
int Team = 16
bool ActApproach = true
bool ActRam = true
bool ActEat = true
bool ActNothing = true
bool ActLookAround = true
float Width = 3.000000
float HeadReach = 3.500000
float TailReach = 5.300000
float JumpDistance = 0.500000
float JumpUp = 0.500000
float JumpDown = 0.500000
float WalkUnder = 4.000000
float WalkOver = -0.900000
float JumpOver = 0.500000
float CrouchUnder = 4.000000
float MoveableMass = 0.600000
float UpAngle = 20.000000
float DownAngle = 30.000000
string Class = "CAnimal"
int NumJoints = 31
int NumDoubleJoints = 4
int PVA = -2
int Dinosaur = 3
string Type = "Trike"
string Head = "$Trike_Head-00"
string Body = "$Trike_Body-00"
string Tail = "$Trike_Tail-00"
float Bumpiness = 0.075000
string SoundMaterial = "TRIC-FOOT"
bool Curved = true
float Diffuse = 0.900000
float Specular = 1.250000
float SpecularAngle = 16.000000
float HitPoints = 220.000000
float ReallyDie = -70.000000
float Regeneration = 2.000000
float DieRate = 2.000000
float CriticalHit = 100.000000
float Anger = 0.500000
float Bravery = 0.500000
float Hunger = 0.500000
bool ActOuch = true
bool ActSnarl = true
bool ActCroon = true
bool ActDie = true
float WakeUp = 80.000000
}
Does anyone know how to go about fixing any of these problems?????