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[Model] Cannon
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Sel Offline
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Posts: 278
Joined: Dec 2010
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Post: #21
RE: [Model] Cannon
(12-27-2010 06:58 PM)ModManDann Wrote:  When this is finished, may I use this in my mod?

By all means, it'll be publicly released.

(12-27-2010 09:43 PM)xiphirx Wrote:  hm... I've never had that happen to me when I export from maya...

Make sure you set the correct options in the exporter.

Which are what exactly?
12-27-2010 10:01 PM
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DIGI Byte Offline
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Posts: 378
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Post: #22
RE: [Model] Cannon
first...

AAaaaagh!!!
thats nasty... I wonder what happened...

what they mean is, 0,0,0 will be the orientation point in game/level editor

BEFORE you export, reset all the offsets reset scale, and XForm

and when you export, tick EVERYTHING, but not the animation parts unless it is animated
12-29-2010 10:40 AM
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Frontcannon Offline
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Posts: 538
Joined: Jul 2010
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Post: #23
RE: [Model] Cannon
I've noticed that too. Unless you attach a light / sound / whatever to your entity in the model editor, it will always appear at 0,0,0 D:


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12-29-2010 02:44 PM
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Sel Offline
Senior Member

Posts: 278
Joined: Dec 2010
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Post: #24
RE: [Model] Cannon
(12-29-2010 10:40 AM)DIGI Byte Wrote:  first...

AAaaaagh!!!
thats nasty... I wonder what happened...

what they mean is, 0,0,0 will be the orientation point in game/level editor

BEFORE you export, reset all the offsets reset scale, and XForm

and when you export, tick EVERYTHING, but not the animation parts unless it is animated

Ok, I tried all that with no change.

[Image: ffs.jpg]

[Image: ok.jpg]

Additionally, I've tried exporting from a fresh scene, and everything listed in digi's post. There has been no change.

On the bright side, after looking at it in the model editor I can say it exported flawlessly otherwise!
12-29-2010 05:38 PM
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thedaemon Offline
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Post: #25
RE: [Model] Cannon
Hell, why optimize at all why not just subdivide it 10 times to see if you can break the one million poly mark.
12-29-2010 06:10 PM
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Sel Offline
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Posts: 278
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Post: #26
RE: [Model] Cannon
(12-29-2010 06:10 PM)thedaemon Wrote:  Hell, why optimize at all why not just subdivide it 10 times to see if you can break the one million poly mark.

Why make thought out, and intelligent posts when you can spew dross like this.

Anyway, I fixed it, and for future reference with anyone having the same problem. I created a new primitive with the same origin, and then attached the cannon mesh, and deleted the new stuff. Don't know how this fixed it (And it really shouldn't have fixed it) but it worked. So whatever.

Either way it's ingame now and working properly, so now I just have to figure out LoD's, collision, etc, and make a proper texture.
12-29-2010 07:15 PM
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DIGI Byte Offline
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Post: #27
RE: [Model] Cannon
as far as I can tell, this game engine doesn't support LoD's
12-29-2010 07:29 PM
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xiphirx Offline
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Post: #28
RE: [Model] Cannon
We're you exporting only the cannon or everything? You're supposed to only export the cannon via export selected.

12-29-2010 07:44 PM
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Sel Offline
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Posts: 278
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Post: #29
RE: [Model] Cannon
(12-29-2010 07:29 PM)DIGI Byte Wrote:  as far as I can tell, this game engine doesn't support LoD's

I hope to god you're wrong.

(12-29-2010 07:44 PM)xiphirx Wrote:  We're you exporting only the cannon or everything? You're supposed to only export the cannon via export selected.

I was always exporting only the cannon.
12-29-2010 10:04 PM
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DIGI Byte Offline
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Posts: 378
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Post: #30
RE: [Model] Cannon
(12-29-2010 10:04 PM)Sel Wrote:  
(12-29-2010 07:29 PM)DIGI Byte Wrote:  as far as I can tell, this game engine doesn't support LoD's
I hope to god you're wrong.

I believe the game uses active culling to only load resources that are in view, so LoD's aren't necessary

EDIT: considering today's technology and this game engines simple and stable design, LoD's aren't that important, specifically with models, however texture LoD's are still important
(This post was last modified: 12-29-2010 11:22 PM by DIGI Byte.)
12-29-2010 11:20 PM
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