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Post by zeldazelda on Dec 8, 2010 18:33:27 GMT -5
So if I had a zmap like this 89) and then another zmap like this 78_ then I would put all the zmaps in one object file like this 89)78_ or the opposite? Edit: oh wait do i have to texture the scene obj also? Let me clarify. The scene (or rather, the collision data) should be the entire dungeon exported as a single wavefront object, as all the collision for the entire dungeon needs to be loaded at once. Textures can be included, but spinout's script doesn't consider the mtl file exported when building the collision, as it isn't necessary. The map (the mesh, rather) should be split for any separate rooms--meaning once you finish your creation, what you'll want to do is save that copy, then delete every room except the first, export that as an object (with textures), reload the whole map, delete all but the second, export, and so on and so forth. Those objects will be used in building your map so it loads in pieces, since if you tried to load the entire mesh all at once, the game might crash. Loading the map this way allows for a lot more actor data, too, without straining resources. What do you mean "reload the whole map"?
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Post by Dead on Dec 8, 2010 19:26:40 GMT -5
reload = Re-open the one with all rooms
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Post by zeldazelda on Dec 8, 2010 19:43:49 GMT -5
reload = Re-open the one with all rooms Uh what Do I use to reload it with?
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Post by Dead on Dec 8, 2010 20:58:20 GMT -5
Open the file with all the rooms!
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Post by zeldazelda on Dec 8, 2010 21:02:40 GMT -5
Open the file with all the rooms! ok?
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Post by Dead on Dec 8, 2010 21:03:16 GMT -5
Well that's how you do it
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Post by zeldazelda on Dec 8, 2010 21:11:54 GMT -5
Well that's how you do it umm ok well that wasn't my problem "read new pm" well it was my problem but I figured out that part.
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Post by Dead on Dec 8, 2010 21:33:09 GMT -5
hmmm well I read and answered your PM
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Post by zeldazelda on Dec 8, 2010 21:53:26 GMT -5
hmmm well I read and answered your PM read again.
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Post by Secant on Dec 11, 2010 23:52:09 GMT -5
What do you mean "reload the whole map"? By that, I mean open the map you saved that has all the rooms with whatever 3D modeling program you're using. The basic idea is to ensure that each of these rooms is in the exact same location relative to the origin. You don't want to move these rooms around when doing the single exported, otherwise after you've imported the map, you'll walk through a door into another room and the collision will work fine, but the room will be rendered somewhere well away from you, making it appear very... confusing, for lack of a better word. :P
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Post by zeldazelda on Dec 12, 2010 0:30:21 GMT -5
What do you mean "reload the whole map"? By that, I mean open the map you saved that has all the rooms with whatever 3D modeling program you're using. The basic idea is to ensure that each of these rooms is in the exact same location relative to the origin. You don't want to move these rooms around when doing the single exported, otherwise after you've imported the map, you'll walk through a door into another room and the collision will work fine, but the room will be rendered somewhere well away from you, making it appear very... confusing, for lack of a better word. :P Oh ok I got it but I'm having a little trouble with transition actors.
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xzso
Junior Member
Posts: 29
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Post by xzso on Jul 5, 2011 0:14:31 GMT -5
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