Setting eye and cam nodes properly. Need help
by Mike Rowley · in Artist Corner · 01/21/2008 (6:00 pm) · 6 replies
I made a vehicle, added joints for the first (eye) and third person (cam) views. The cam node doesn't export, and the eye node has me looking out the side of the vehicle.
When I first started this, I was exporting using the regular dts exporter. It had me looking upside down. I have since downloaded the dts plus exporter from the wikki and it works, but I'm looking sideways.
Does anyone have any ideas how I can fix these 2 problems? This is new territory for me.
Thanks for your help.
When I first started this, I was exporting using the regular dts exporter. It had me looking upside down. I have since downloaded the dts plus exporter from the wikki and it works, but I'm looking sideways.
Does anyone have any ideas how I can fix these 2 problems? This is new territory for me.
Thanks for your help.
#2
I was able to fix the eye, but still can't get the cam node to export. I'll keep trying.
01/26/2008 (12:01 pm)
Thanks Rex. I was able to fix the eye, but still can't get the cam node to export. I'll keep trying.
#3
01/26/2008 (12:15 pm)
Put "cam" in the Always Export list in a .CFG file...that may help.
#4
Edit:
Ok, I made a cfg file called boat.cfg as my dts is called boat.dts.
Here's the cfg file:
And here is the (partial) dump file showing the cam node is exporting:
Here are a few images:
Within Milkshape
First person view showing the eye node
third person view showing the cam node isn't where it is set to be.
Am I missing a step somewhere? As I've said before, I've never attempted this type of moddeling before.
01/26/2008 (12:48 pm)
Thanks. I'll give that a try.Edit:
Ok, I made a cfg file called boat.cfg as my dts is called boat.dts.
Here's the cfg file:
Config file: AlwaysExport: Eye Cam Mount* UnlinkLight* NeverExport: Locator* Dum*
And here is the (partial) dump file showing the cam node is exporting:
Second pass: put shape structure together... Adding detail named "detail0" of size 0 to subtree "__mainTree". Adding detail named "Collision-1" of size -1 to subtree "__mainTree". Adding node "__mainTree" with parent "__mainTree" to subtree rooted on node "__mainTree". Adding node "__meshes" with parent "__mainTree" to subtree rooted on node "__mainTree". Adding node "eye" with parent "__meshes" to subtree rooted on node "__mainTree". Adding node "cam" with parent "__meshes" to subtree rooted on node "__mainTree".
Here are a few images:
Within Milkshape
First person view showing the eye node
third person view showing the cam node isn't where it is set to be.
Am I missing a step somewhere? As I've said before, I've never attempted this type of moddeling before.
#5
It appears from the image from the boat_cam that it might be in the scripting for the 3rd Person is off, or the boat is not rendering for some reason? Watercraft aren't a stock tge item, so I don't know what you've done to the codebase for your mounting and cam resources...?? The view from boat_cam looks way higher than in the model and there is no rendering of the boat underneath??
01/26/2008 (4:46 pm)
The shape 'appears' in ms3d to be correct; no mount nodes, though?? It appears from the image from the boat_cam that it might be in the scripting for the 3rd Person is off, or the boat is not rendering for some reason? Watercraft aren't a stock tge item, so I don't know what you've done to the codebase for your mounting and cam resources...?? The view from boat_cam looks way higher than in the model and there is no rendering of the boat underneath??
#6
Edit to add:
That worked. Thankyou for your patience and help. I hadn't thought about it being in the script. :blush: I had the max distance set to 20.
Thanks again. :-)
01/26/2008 (4:50 pm)
I made the boat a hover vehicle, so mabe I dont have it setup properly there. I'll have to check that. Thanks. I would never have thought to check the script. :blush:Edit to add:
That worked. Thankyou for your patience and help. I hadn't thought about it being in the script. :blush: I had the max distance set to 20.
Thanks again. :-)
Torque Owner Rex
BrokeAss Games