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How to: Props

Posted: Wed Mar 16, 2005 1:18 am
by ShadowHawk
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.

RE: How to: Props

Posted: Wed Mar 16, 2005 1:43 am
by ShadowHawk
so, you can have any size mesh and zeroedit will scale it for you just by entering a GeometryScale value?

RE: How to: Props

Posted: Wed Mar 16, 2005 2:54 am
by Nimlot
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.

RE: How to: Props

Posted: Wed Mar 16, 2005 6:04 pm
by Lord-Bandu
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.

RE: How to: Props

Posted: Wed Mar 16, 2005 6:50 pm
by Saturn_V
GeometryName = "< BanduGeoDoor_Cage1.MSH >"

Is this copied directly from your odf? In which case, it should read

GeometryName = "BanduGeoDoor_Cage1.MSH"

no spaces or < >

Posted: Wed Mar 16, 2005 7:06 pm
by Lord-Bandu
ya there are no arrows or spaces. Iv since spoke woth nimlot and he says its a problem with bcon.

Posted: Wed Mar 16, 2005 7:08 pm
by Saturn_V
ya, cool... it's as well to point these things out for everyone.

If you can get it into ZE, can you select it in the browser list?

Posted: Wed Mar 16, 2005 10:00 pm
by Lord-Bandu
yes , i have just found that out , however as you could imagine if you have alot of objects/or alot of the same objects it can get very timeconsuming. Iv informed nimlot about this.

Posted: Thu Mar 17, 2005 1:22 am
by Nimlot
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?)

Posted: Thu Mar 17, 2005 12:00 pm
by Riley75
I just tried a little test. I temporarily removed the SINF section of a .MSH file, went into ZeroEdit, and it became un-selectable. SINF must mean something like "Select Information". So Nimlot, it looks like that section will have to remain.

I need to get back into this stuff...

Posted: Thu Mar 17, 2005 1:30 pm
by 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.

RE: BBOX defines bounding box

Posted: Thu Mar 17, 2005 5:18 pm
by eddie
Just to say hi to Riley, nice to have you back man!