Posted by theXpresident on January 26, 1998 at 21:43:11:
In Reply to: Re: 3do editing idea and question posted by 3DOXprt on January 26, 1998 at 20:29:41:
> The hierarchy is found at the END of a 3DO file. And is marked by SECTION: HIERARCHYDEF. Regard the JK Specs for some basic info on them. If you have questions after that, then shoot.
> You use the hierarchy in conjunction with animating (avec KEYs) the 3DO. So if you want a complex object, then you must learn to separate your object into pieces, and learn to create the relationship between the individual meshes to make the one object.
> Otherwise, if you're talking about a static 3DO, then yeah, you can make it all with one .
> And no matter how you make the model (multi meshes, single, hierarchy, no hierarchy), you can use one mat for the entire object so long as you only use the right parts for the right parts.
> Quake models are different from JK models in that they use one texture for the entire model.. JK model use separate materials. We thought about the 3D paint feature, but came o the consensus that it would be too resource intensive for static objects and others of the sort.
> You'd be surprised how dificult what you said is...
okay i looked at the hierarchy... i understand most, but not all.
does the type parameter mean the number of polys?
could you put an anti grav flag on a mesh, or transparency?
how do you figure out what is the parent, child, etc... does that figure out
how somthing moves when something else does?
the x,y,z is the center point, the pivot/roll/etc. is what point it pivot/rolls around right?
thanks