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exp/import compounds and editing zimmermancube
Rownbear Offline
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#1
exp/import compounds and editing zimmermancube

Hello I noticed that you could export selection and import objects in the level editor. So I made a shelf fully decorated as a compound and exported it, but I wasnt able to import it to another map. The compound showed up, but it was empty. I figured the import had another purpose, but do you have any idea if its possible to send a compound over to another map?

(This post was last modified: 05-07-2012, 07:55 PM by Rownbear.)
05-07-2012, 10:34 AM
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Mine Turtle Offline
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#2
RE: exp/import compounds to other maps?

(05-07-2012, 10:34 AM)Rownbear Wrote: Hello I noticed that you could export selection and import objects in the level editor. So I made a shelf fully decorated as a compound and exported it, but I wasnt able to import it to another map. The compound showed up, but it was empty. I figured the import had another purpose, but do you have any idea if its possible to send a compound over to another map?
well

you cant export a combound of objects. it will show up blank. (dont get me wrong, theres an unlimited amount of objects you can export at once; BUT NOT AS A COMPOUND!)

export the bookshelf, but not as a compound; break the compound and export it.

[Image: 201107142327000.gif]
(This post was last modified: 05-07-2012, 11:55 AM by Mine Turtle.)
05-07-2012, 11:54 AM
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Rownbear Offline
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#3
RE: exp/import compounds to other maps?

(05-07-2012, 11:54 AM)darkadders Wrote:
(05-07-2012, 10:34 AM)Rownbear Wrote: Hello I noticed that you could export selection and import objects in the level editor. So I made a shelf fully decorated as a compound and exported it, but I wasnt able to import it to another map. The compound showed up, but it was empty. I figured the import had another purpose, but do you have any idea if its possible to send a compound over to another map?
well

you cant export a combound of objects. it will show up blank. (dont get me wrong, theres an unlimited amount of objects you can export at once; BUT NOT AS A COMPOUND!)

export the bookshelf, but not as a compound; break the compound and export it.
*Facepalms* Well that makes things much easier, tested it and worked. thanks for help Big Grin

BTW, If anyone knows how to remove the walls in the Zimmerman grounds "cube", so there's only the ground and the trees there, it would be awesome. As it is now you cant see the skybox when using it. I guess you have to remove certain parts of the Zimmerman_grounds.dae, I tried messing around but couldnt find out which part to remove. Anyone have a clue?

05-07-2012, 12:12 PM
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SilentStriker Offline
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#4
RE: exp/import compounds and editing zimmermancube

you need to open it in a modelling program like maya or blender then remove the triangles that forms the walls Smile

05-07-2012, 12:22 PM
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Rownbear Offline
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#5
RE: exp/import compounds and editing zimmermancube

(05-07-2012, 12:22 PM)SilentStriker Wrote: you need to open it in a modelling program like maya or blender then remove the triangles that forms the walls Smile
Ah i see, thanks Smile I got maya but haven't mustered up enough courage to learn about it. I guess I cant just click on the walls and hit delete? x)

05-07-2012, 12:49 PM
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Mine Turtle Offline
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#6
RE: exp/import compounds and editing zimmermancube

if by walls you mean trees, they can be accessed via the planes tool:

1. click "planes" inside the level editor

2. C:/programfiles/frictionalgames/amnesia-the dark descent/static objects/outside and find the trees.


for the actual ground im not really sure. like silentstriker said, you might have to remove the box manually using a modeling tool

[Image: 201107142327000.gif]
05-07-2012, 04:32 PM
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Rownbear Offline
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#7
RE: exp/import compounds and editing zimmermancube

(05-07-2012, 04:32 PM)darkadders Wrote: if by walls you mean trees, they can be accessed via the planes tool:

1. click "planes" inside the level editor

2. C:/programfiles/frictionalgames/amnesia-the dark descent/static objects/outside and find the trees.


for the actual ground im not really sure. like silentstriker said, you might have to remove the box manually using a modeling tool
ok thanks, it wasnt the trees but the "box" surronding the ground and trees, you cant see the skybox unless you remove that surronding box

05-07-2012, 04:49 PM
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Mine Turtle Offline
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#8
RE: exp/import compounds and editing zimmermancube

(05-07-2012, 04:49 PM)Rownbear Wrote:
(05-07-2012, 04:32 PM)darkadders Wrote: if by walls you mean trees, they can be accessed via the planes tool:

1. click "planes" inside the level editor

2. C:/programfiles/frictionalgames/amnesia-the dark descent/static objects/outside and find the trees.


for the actual ground im not really sure. like silentstriker said, you might have to remove the box manually using a modeling tool
ok thanks, it wasnt the trees but the "box" surronding the ground and trees, you cant see the skybox unless you remove that surronding box
in that case you need to remove the box in a modeling tool. further instructions can be provided if needed

[Image: 201107142327000.gif]
05-07-2012, 05:42 PM
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Rapture Offline
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#9
RE: exp/import compounds and editing zimmermancube

Why has no one told me about this before... >.>
05-07-2012, 06:17 PM
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Rownbear Offline
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#10
RE: exp/import compounds and editing zimmermancube

(05-07-2012, 06:17 PM)Rapture Wrote: Why has no one told me about this before... >.>
you didnt ask Smile

05-07-2012, 06:18 PM
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