Treads with XSI Modtool 6.01

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Fiodis
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Treads with XSI Modtool 6.01

Post by Fiodis »

I was wondering if it were possible to have animated treads on a model exported with MshEx. I had heard that you could hex in the necessary information. Looking into the tutorial, I see that you would also have to name some specific polygons, which would be referenced with some ODF code:

Code: Select all

WHEELSECTION      = 1
WheelTexture       = "wheel_right"
WheelVelocToU      = 0.4
WheelOmegaToU      = -1.1
In that case, "wheel_right" is the name of the polygons. In place of this, if you had the wheel as a whole separate object and referenced the name of the object, would that work?
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Treads with XSI Modtool 6.01 and info

Post by AceMastermind »

Fiodis wrote:I was wondering if it were possible to have animated treads on a model exported with MshEx.
I don't think so because you would need another texture projection for the wheel/tread object and if you merged all your objects then you would lose the object's/polygon's name, but you can always try or better yet download one of the four available XSI Foundation trials and do it right the first time.
Fiodis wrote:...if you had the wheel as a whole separate object and referenced the name of the object, would that work?
The best way to answer any question that ends with "would that work?" is to try it, but yes it'll work.

http://www.gametoast.com/forums/viewtop ... 84#p172084
http://www.gametoast.com/forums/viewtop ... 70#p173470
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Re: Treads with XSI Modtool 6.01

Post by FragMe! »

Some quick info on treads:
Render type is 13
You need a .option file that is similar to this but of course with your own names:

Code: Select all

-keep wheel_rightf wheel_leftf wheel_rightr wheel_leftr -keepmaterial wheel_rightf wheel_leftf wheel_rightr wheel_leftr
Each treaded object has to be a separate mesh. Most important is the UV layout so it either goes horizontally or vertically on the texture.

The odf part you already mentioned.
WheelVelToU and WheelOmegaToU is if you UVed your tread to move horizontally
WheelVelToV and WheelOmegaToV is for if you UVed it vertically
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Fiodis
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Re: Treads with XSI Modtool 6.01

Post by Fiodis »

AceMastermind wrote:if you merged all your objects then you would lose the object's/polygon's name, but you can always try or better yet download one of the four available XSI Foundation trials and do it right the first time.
Fiodis wrote:...if you had the wheel as a whole separate object and referenced the name of the object, would that work?
The best way to answer any question that ends with "would that work?" is to try it, but yes it'll work.
I could just not merge my objects, couldn't I?

Frag - That .option file has the names of the wheel objects, but for keepmaterial, do you put the name of the objects or their textures?

Also, is there any limit on how many treads you can have?
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Re: Treads with XSI Modtool 6.01

Post by FragMe! »

It is just as it is shown, that is the .option for my buggy. The -keepmaterial does actually relate to the object and not the tga, I know it is wierd.
As for amount of treaded objects, was playing around with the Juggernaut and had 10 treads working.
Now I do know there is a limit on spring bodies and that is 6, had to do 3 per side on the Jugger.
Springbodies are basically like the tires on the buggy, there are 4 of them makes it behave like a real vehicle.
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Re: Treads with XSI Modtool 6.01

Post by Fiodis »

Thanks Frag - it works.
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