How to: Props
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- ShadowHawk
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How to: Props
I've seen this question a few times, so I'm posting an example from my tutorial. I have updated it since, but the changes were minor.
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PROPS
Props are essentially the easiest of .odf files to create. They consist of only two categories, GAMEOBJECTCLASS and PROPERTIES, and three entries, ClassLabel and GeometryName in the GAMEOBJECTCLASS category and GeometryName in the PROPERTIES category. In order for the game to recognize the object as a prop, the label “prop” is assigned to the ClassLabel entry.
The object .odf format is:
[GAMEOBJECTCLASS]
ClassLabel = "prop"
GeometryName = "< .MSH File in name.extension format >"
[PROPERTIES]
GeometryName = "< .MSH Name > "
Common props in the game are:
Correlian Cruiser (all_fly_correllian_crusier.odf)
Again, this is not complete, but it gives everyone a basis to start with. There is also a sticky that explains the process above.
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PROPS
Props are essentially the easiest of .odf files to create. They consist of only two categories, GAMEOBJECTCLASS and PROPERTIES, and three entries, ClassLabel and GeometryName in the GAMEOBJECTCLASS category and GeometryName in the PROPERTIES category. In order for the game to recognize the object as a prop, the label “prop” is assigned to the ClassLabel entry.
The object .odf format is:
[GAMEOBJECTCLASS]
ClassLabel = "prop"
GeometryName = "< .MSH File in name.extension format >"
[PROPERTIES]
GeometryName = "< .MSH Name > "
Common props in the game are:
Correlian Cruiser (all_fly_correllian_crusier.odf)
Again, this is not complete, but it gives everyone a basis to start with. There is also a sticky that explains the process above.
- ShadowHawk
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RE: How to: Props
so, you can have any size mesh and zeroedit will scale it for you just by entering a GeometryScale value?
- Nimlot
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RE: How to: Props
Yea, do the option files do the scaling or is that done in the msh itself? If its the option, is there a purpose for the transform scale in the msh itself?
As for this thread, I'm prolly gonna hijack it from you sdwhwk because props are the simplest thing to get working from BConstructor.
As for this thread, I'm prolly gonna hijack it from you sdwhwk because props are the simplest thing to get working from BConstructor.
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Lord-Bandu
RE: How to: Props
nice thread
. With the help of Nimlot iv manged to export an object iv made myself in xsi (A Geo Arena Door) into zeroedit.
Basically after I got the MSH file (named BanduGeoDoor_cage1.msh) into my worlds MSH folder I copied 1 of the lego's ODF files and renamed it BanduGeoDoor_Cage1.odf and changed the properties in it to the same name =
[GAMEOBJECTCLASS]
ClassLabel = "prop"
GeometryName = "< BanduGeoDoor_Cage1.MSH >"
[PROPERTIES]
GeometryName ="BanduGeoDoor_Cage1"
FoleyFXGroup = "stone_foley"
I didnt do an option file tho' ,as the lego didnt have 1 (or i havent found it anyway).
Here is my problem - The object shows up in zeroedit and i can place it anywhere BUT once iv placed it I cannot select it again(therefore i cant move it) . I havent tried munging it as yet because i cant place it where i want it on my map but il try soon.
Basically after I got the MSH file (named BanduGeoDoor_cage1.msh) into my worlds MSH folder I copied 1 of the lego's ODF files and renamed it BanduGeoDoor_Cage1.odf and changed the properties in it to the same name =
[GAMEOBJECTCLASS]
ClassLabel = "prop"
GeometryName = "< BanduGeoDoor_Cage1.MSH >"
[PROPERTIES]
GeometryName ="BanduGeoDoor_Cage1"
FoleyFXGroup = "stone_foley"
I didnt do an option file tho' ,as the lego didnt have 1 (or i havent found it anyway).
Here is my problem - The object shows up in zeroedit and i can place it anywhere BUT once iv placed it I cannot select it again(therefore i cant move it) . I havent tried munging it as yet because i cant place it where i want it on my map but il try soon.
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Saturn_V
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RE: How to: Props
GeometryName = "< BanduGeoDoor_Cage1.MSH >"
Is this copied directly from your odf? In which case, it should read
GeometryName = "BanduGeoDoor_Cage1.MSH"
no spaces or < >
Is this copied directly from your odf? In which case, it should read
GeometryName = "BanduGeoDoor_Cage1.MSH"
no spaces or < >
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Lord-Bandu
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Saturn_V
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Lord-Bandu
- Nimlot
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I'll try and get the selecting sorted out. Fred, do you have any idea what is controlling what is selected? It doesnt seem to be the models bounding box (which I thought it would be), maybe I am cutting out something needed from each of the models? (I think I'm leaving out the SINF and CAMR chunks as they didnt seem to affect the model, maybe its one of them?)
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Riley75
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Lord-Bandu
the problem i was refering to was that the objects dont light up (green) when selected meaning the only way to know which object youv got control of is to zoom out and press C and look out for the movement lines(red and green) . It isnt possible to selct an object by clicking on the actual object you wish to move therefore as you said fred, you have to use the browser and wheel down (but still the object doesnt become highlighted)
Anyway Nimlot has done really really well with all he' done,so, im sure he'll sort it out some time. Nimlot is single handidly breathing new life into this game.
Anyway Nimlot has done really really well with all he' done,so, im sure he'll sort it out some time. Nimlot is single handidly breathing new life into this game.
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eddie
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RE: BBOX defines bounding box
Just to say hi to Riley, nice to have you back man!
