Streinger Posted May 31, 2004 Share Posted May 31, 2004 (edited) Here's my problem; I want my vehicle to have working sliding door. I know sliding doors work in GR, but I'm not sure how to tag them. I grouped my vehicle's door as <n><door>, and the group included door's mesh, origin point and a pivot (both placed in the centre of the mesh). I then animated my door to simply slide open, no rotation or anything. I doublechecked that position, rotation and scale were set to linear, set the door in frame 0 before exporting the vehicle, grouped the door node with vehicle's body node, but once exported, the vehicle appeared without the door....they just weren't on the model. What did I do wrong? Edited May 31, 2004 by Streinger Quote Link to comment Share on other sites More sharing options...
cobaka Posted May 31, 2004 Share Posted May 31, 2004 I have a sliding door in a helo set up like this: <n><name> ----- O ----- <n><body>name ---------- O ---------- geometry ---------- <n><blade_back> ---------- <n><blade_top> ---------- <n><door>doorname ---------------O ---------------door geometry ---------- seat pointers ---------- eject pointers ---------- etc. The door is tagged as usual for 2D and 3D collision and penetration type, and LOD model name Quote Link to comment Share on other sites More sharing options...
Streinger Posted May 31, 2004 Author Share Posted May 31, 2004 What about pivot? I don't see it as a part of your door node...if the door isn't supposed to pivot in the first place, do I need to add the pivot to it's mesh? Is it enough to just make an O point, group everything as a part of door node, animate and group under body node? Will that work? Quote Link to comment Share on other sites More sharing options...
cobaka Posted May 31, 2004 Share Posted May 31, 2004 I'm not sure I understand. The "O" point should be the "pivot" (sliding doors don't actually pivot). I can send you a max file to look at if you need. Quote Link to comment Share on other sites More sharing options...
sleeper Posted May 31, 2004 Share Posted May 31, 2004 The "O" helper is not a pivot, its a helper reference point. The pivot point is something else. Dont mess with the pivot if you are just sliding the door but make sure to place your helper point somewhere, anywhere should do, but Id place it in the center myself. Quote Link to comment Share on other sites More sharing options...
Streinger Posted May 31, 2004 Author Share Posted May 31, 2004 Sleeper, are you saying I don't need to bother with placing a pivot in my door mesh? Hm..I'll try it and let you guys know. Thanks! Quote Link to comment Share on other sites More sharing options...
sleeper Posted May 31, 2004 Share Posted May 31, 2004 Pivots points are not placed, any geometry in max already have a pivot point. Any time you rotate or do other functions to geometry it is according to its pivot point. If you create a box in max, then rotate it youll notice that it rotates around a point in the center(pivot point), if you wanted it to rotate in the manner that a door does you have to mave the pivot to the corner or side of the box. You will always need your helper point "O", this is a reference point that the game uses. It is not a pivot point for animation. Quote Link to comment Share on other sites More sharing options...
Streinger Posted June 1, 2004 Author Share Posted June 1, 2004 I see, thanks for clearing that up. Anyway, I tried it again...selected my door mesh (in my case only one box), made a O point and placed it in the middle of the mesh, grouped that as <n><door>vehicle_name, animated it (set to linear), grouped the door node later as a part of body node and exported the vehicle. The door again didn't show up. They are not invisible either, as I can shoot trough the opening inside and kill the crew..ergo, the door are not there at all...simply didn't export with the rest of the vehile's model. WHY!?! Quote Link to comment Share on other sites More sharing options...
SnowFella Posted June 1, 2004 Share Posted June 1, 2004 Not sure if this will help but I'm pretty sure any door needs to be tagged as follows: <n><door>####door (ie it still needs to have the word door at the end) And did you give the door a surface property using the material editor? Quote Link to comment Share on other sites More sharing options...
BornToKill Posted June 1, 2004 Share Posted June 1, 2004 I have sliding doors in my map called <n><door>grate, <n><door>button and they work, so you dont need to name it xxxdoor. What you do need to do is in the map editor , under General Tab and in the LOD1: Model name box is enter you door name. ie <n><door>sidedoor you'd enter - "sidedoor"(no quotes). Still in map editor under the objects tab you should have 2d collision "box", 3d collision "polygon", pentration type to whatever suits you ie "solid thin metal". Under sounds you can set the sounds when it open/closes. Under Destruction i'd set it to indestructable, but it up to you. Quote Link to comment Share on other sites More sharing options...
Streinger Posted June 2, 2004 Author Share Posted June 2, 2004 That might be it...I gave my door "thick metal" penetration type in Map editor, but don't remember typing in my door's name enywhere....I'll check all the boxes you mentioned and try if it works... Quote Link to comment Share on other sites More sharing options...
Streinger Posted June 2, 2004 Author Share Posted June 2, 2004 The weirdest thing happened...after I tagged the door in map editor as you described, I re-exported the vehicle model only to find my door placed way up and aside of the rest of the vehicle. The door were following the vehicle's movements, as if a part of the model, but were placed up in the sky...literally. I even tried with door's O point placed in absolute zero; same thing.... What might be causing it? Quote Link to comment Share on other sites More sharing options...
BornToKill Posted June 2, 2004 Share Posted June 2, 2004 Ok to check a few things 1) You have a group <n><door>yourdoorname which includes the door poly's and a helper point O. 2)You have a Group <n><body> which includes the body poly's and a Helper point O 3) The <n><door>yourdoorname is attached to the <n><body> group?? 4)You also have an Helper point O outside of all the groups? for the Whole Vehicle? IE Should have <n><body> Group including your <n><door> group <n><leftwheel0> <n><rightwheel0> <n><leftwheel1> <n><rightwheel1> O at 0,0,0 on X,Y,Z (this point is the reference for all the groups in relation to each other) You can then group all above into <n>yourvehiclename or export them ungrouped, works either way. Quote Link to comment Share on other sites More sharing options...
Zeko Posted June 2, 2004 Share Posted June 2, 2004 How many doors u have on vehicle? This error looks same like with windows on buildings. If they all have same name, they rotate itself 90° even if they r perfect in max. Not sure if that is the problem here. Quote Link to comment Share on other sites More sharing options...
Streinger Posted June 2, 2004 Author Share Posted June 2, 2004 (edited) Ok to check a few things 1) You have a group <n><door>yourdoorname which includes the door poly's and a helper point O. 2)You have a Group <n><body> which includes the body poly's and a Helper point O 3) The <n><door>yourdoorname is attached to the <n><body> group?? 4)You also have an Helper point O outside of all the groups? for the Whole Vehicle? IE Should have <n><body> Group including your <n><door> group <n><leftwheel0> <n><rightwheel0> <n><leftwheel1> <n><rightwheel1> O at 0,0,0 on X,Y,Z (this point is the reference for all the groups in relation to each other) You can then group all above into <n>yourvehiclename or export them ungrouped, works either way. That's exactly how my vehicle's nods are organised. All looks ok in max, but when exported, the door appear up in the sky, away from the rest of the vehicle, which is fine. If I return to max, delete the door's O point and group those polys with the rest of the body's polys, they export in their place... Edited June 2, 2004 by Streinger Quote Link to comment Share on other sites More sharing options...
BornToKill Posted June 3, 2004 Share Posted June 3, 2004 (edited) rgr zeko's comment, if you've got 2 doors left/right side, make sure they named different ie leftdoor or right door.(and check the LOD model names arn't the same). I had a similar prob in my map where i cloned the door, the clone would appear elsewhere than where it was in max. I had to delete the Helper Point O and recreate it, that solved it for me. If your using max 4.2 or below, you can send me the Max file and i'll check it for you, have sent you an E-Mail. Edited June 3, 2004 by BornToKill_TAW Quote Link to comment Share on other sites More sharing options...
Streinger Posted June 4, 2004 Author Share Posted June 4, 2004 I narrowed down the cause of the problem; I re-exported the model, every node grouped as it should be, but I didn't animate the door. They appeared where it should be, it had the surface property I gave them (thick metal), and when I aproached the vehicle, the door icon appeared on my HUD. So, it must be something with the way I animated the door that made them appear away from the rest of the vehicle....any thoughts? Quote Link to comment Share on other sites More sharing options...
BornToKill Posted June 5, 2004 Share Posted June 5, 2004 Have you set animations to Linear in the Track View? If so try deleting the Helper point O and create a new one, then reanimate. Quote Link to comment Share on other sites More sharing options...
Streinger Posted June 6, 2004 Author Share Posted June 6, 2004 Yup, everything is set to linear....what else might be causing it? Do I have to create key points for door's aniamtion? And in what direction door's O point has to have it's X axis pointed? In the direction of vehicle's movement, or in the direction of the doorway? Quote Link to comment Share on other sites More sharing options...
BornToKill Posted June 6, 2004 Share Posted June 6, 2004 (edited) Dont change anything on the O point, if you've moved it's axis in any way, delete the O point and make a new O point. You need to use key frames to animate door. select your <n><door> group , click Animate so it goes red.Move the Time slider bar to say 30 or 40 frames.Move the door to the open position.Click Animate again so red goes off, move the time/fames slider back to 0 before you export.Time/Frames slider should always be on zero/0 when you export. Edited June 6, 2004 by BornToKill_TAW Quote Link to comment Share on other sites More sharing options...
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