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Not all objects exporting with S3O exporter (highly urgent)
Posted: 02 Dec 2005, 04:21
by Caydr
Got a model here that's got several objects. um... 5 to be prcise. When I export, I select the main hull as the base object. When it goes into the game, I've only got the base object.
Ideas anyone?
Re: Not all objects exporting with S3O exporter (highly urge
Posted: 02 Dec 2005, 08:23
by Zenka
Caydr wrote:Got a model here that's got several objects. um... 5 to be prcise. When I export, I select the main hull as the base object. When it goes into the game, I've only got the base object.
Ideas anyone?
You need to "link" all the objects together. Then export it. (using the link tool on the main bar next to the move tools etc. you're right on one thing. 3dsm's interface is somethimes hard time looking)
Posted: 02 Dec 2005, 11:36
by maestro
before anyone answer you should define the software you use to make the model....
different tool need different cure

Posted: 02 Dec 2005, 16:48
by Zenka
maestro wrote:before anyone answer you should define the software you use to make the model....
different tool need different cure

Well, there is only one program that can export s3o and that this 3d studio max 7. So the answer I gave is for that program.
Posted: 02 Dec 2005, 16:58
by jcnossen
Caydr mentioned the s3o exporter in the title, which implies the 3DS max exporter.
Posted: 02 Dec 2005, 18:19
by Sean Mirrsen
Zaphod, did you write the S3o exporter for max yourself? Can you make one for LW? There's a plugin SDK on the main site, with documentation.
Posted: 02 Dec 2005, 19:03
by jcnossen
No the 3DS max exporter is made by Yeha. Maybe I'll do an LW importer for upspring sometime but a LW exporter plugin, no sorry...
Posted: 02 Dec 2005, 20:37
by Sean Mirrsen
Then can I maybe get the source code for the Max plugin? It's all C, it can't be too different so that I can remake it.
Posted: 02 Dec 2005, 20:42
by jcnossen
You can also look at S3O.cpp and Model.h in the upspring code.
Posted: 02 Dec 2005, 22:56
by Caydr
Great, got the model ingame now with all objects attached, presumably in the proper heirarchy. Now all I need is a way to set the origin/zero point on objects.
Posted: 03 Dec 2005, 01:33
by Yeha
Move the pivot point in 3ds to change the center of rotation.
Posted: 08 Dec 2005, 08:57
by Caydr
I'm quite inexperienced with Max, could someone more knowledgeable tell me a way to do that step-by-step?
Posted: 08 Dec 2005, 19:58
by Yeha
Press the "Affect Pivot Only" button and your move orders will move the pivot instead of the object. The pivot is the center of the object which all transformation (rotation etc) will be centered around.
Posted: 09 Dec 2005, 02:43
by Caydr
Thank you so much.