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Conditional Animation Tool

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>Hold up :)>>I have an idea...>>Export two MDL files... one with the lights, one without. >Then do the magic of cat on the one without the lights, and>place BOTH in the same place... >>problem solved.>>You can do this by using the "Export Selected"Hmmm... won't the CLOSED doors of the one interfere with the other? Also, how to EXPLAIN to the end user how to accomplish this?Aside from which, there is now this issue with trying to "redress" the model with the textures...GMax will barf with the following error in the .log file:Assertion failed: file .SceneGraph.cpp, line 646 (m_uBGLMatrixIndex != 0)What is truly odd though, is that if I apply Materials back to some parts, and then export ONLY those parts, GMax doesn't have a problem!

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator
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Sorry, you missed my point.Export two models.One for the lights, one for everything else.

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>Sorry, you missed my point.>>Export two models.>>One for the lights, one for everything else. OK, gottcha now. If this were a "one off" ready to install project, that might be a workable solution. I just can't see trying to explain the necessity of placing two objects in the same location to a host of folks using Rwny12 Object Placer... :)I'm making some headway on the Material problem though. It seems that GMax will not tolerate exporting any object w/o a Material assignment, if only ONE object in the scene has a Material applied...So, I'm working my way through the model and creating/assigning a Material to EVERY object, and doing a trial export at each step, just in case there's a problem with any one object... :)

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator
  • Commercial Member

Hi Bill,How did you make those lights? Are it all effects? Maybe we can then manual put them back into your hangar or so. And about how many lights are you talking? I expect that each attached light should only give one entry to the SCEN table.

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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>How did you make those lights? Are it all effects? Maybe we>can then manual put them back into your hangar or so. And>about how many lights are you talking? I expect that each>attached light should only give one entry to the SCEN table.Hi Arno, I just happened to be strolling by and noticed that you had replied to this thread again. I thought I had asked for a notification when anyone replied, but perhaps not... :)Anyway, as you may know, I released the HangerKit as is w/o the animated doors about a week ago. Since then >1000 d/l's between flightsim.com and avsim.com, so it must be somewhat popular... :)What I figured is that eventually I would solve the issue and release a corrected .bgl as an update to the package, along with some additional "hangers and/or objects..." By using the same GUIDs, it wouldn't "break" anything already placed by the user, but simply update the functionality... :)The "lights" I'm referring to are simply 3d modeled objects. The "light splash" on the concrete floor is supplied by the _LM.bmp...It only occurred to me this morning, whilst sipping my morning coffee that I could easily Attach the entire mess of separate "floodlights" into a single object in GMax, thereby reducing the complexity of the entire project.

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator

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