Posted by 3DOXprt on January 26, 1998 at 20:29:41:
In Reply to: 3do editing idea and question posted by theXpresident on January 26, 1998 at 19:37:39:
> I need to know one thing before i can really get to editing these things...
> how do i edit the hierarchy... is this the 1: 0: 2: 3: section in the beginning?
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.
> My idea is that instead of making a hierarchy and all that you could make an
> entirly new 3do using box modeling or something like that with 3dostudio or
> something...
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.
> a single skin instead of many... this would be hard to make by hand so you
> would need an editor similar to npherno's skinner for quake (it paints directly
> on the 3d model)...
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.
> this doesn't seem too difficult as it would simply record
> the vertices you are painting on and then translate that into whatever the
> jk equation is for stretching the skin. thanks
You'd be surprised how dificult what you said is...