Ok,now we will try to get few parts in game
...first,make a new slot (unarmed),
or get someone to make it for you.Then,open him file of that new slot plane and
hide all parts (just add "hidden" for each part).Copy your new meshes (with materials and textures) to plane folder.
Since CF has pivot coordinates in center of max grid, it wil llook like this in him file:
[CF_D0]
Mesh CF_D0
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
CollisionObject xcf1
CollisionObject .xcockpit
CollisionObject .xxammo1You must list here hit boxes that you have made in max.Hit boxes that are within another hitbox have
"." infront of their name.
Tail will also be simple:
[Tail1_D0]
Mesh Tail_D0
Parent CF_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 -2.643 0 0
CollisionObject xtail1
CollisionObject .xxspart
CollisionObject .xxcontrols8
CollisionObject .xxcontrols9
CollisionObject .xxtank1Parent mesh of tail is CF.This means that tail mesh will regard CF's pivot point as the center of max grid.
Since CF's pivot is actually in grid center,there is no math involved
,so you can
just put in tail's max coordinates.
Same goes for EngineCowling mesh:
[EngineCowling]
Mesh EngineCowling
Parent CF_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 1.06 0 0Just write in max coordinates...
separable means that this part will fall off/fly away
if plane hits the ground or explodes in mid air.
Gear struts:
[GearL2_D0]
Mesh GearL2_D0
Parent CF_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 0.205 0.456 -0.778
CollisionObject xgearl
CollisionObject xgearl1
[GearR2_D0]
Mesh GearR2_D0
Parent CF_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 0.205 -0.459 -0.778
CollisionObject xgearr
CollisionObject xgearr1And now wheels...here things get a bit more complex.Parent of left wheel is GearL2.
So wheel will regard GearL2's pivot as center of max grid...but problem is that GearL2
is not in center (it's parent is CF).Coordinates of the wheel in max are:
x 0.561
y 0.75
z -1.13and coordinates of GearL2 in max are
x 0.205
y 0.456
z -0.778So,to get IL2 coordinates of the wheel that has a GearL2 as parent,we must do this:
X axis wheelIL2 = X axis wheelMax - X axis GearL2Max
X = 0.561 - 0.205
X = 0.356basically, new parts max coordinates minus parent's max coordinates equals new parts
IL2 coordinates.You must do this for all tree axis (X,Y,Z).So in the end you will get
this for left wheel:
[GearL1_D0]
Mesh GearL1_D0
Parent GearL2_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 0.356 0.294 -0.352and this for right wheel:
[GearR1_D0]
Mesh GearR1_D0
Parent GearR2_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 0.354 -0.295 -0.355You need to do the same thing for GearC (wooden stick on the tail).For GearC we will
get this:
[GearC1_D0]
Mesh GearC1_D0
Parent Tail1_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 -1.148 0 -0.076
CollisionObject xgearc1When you do this for the first time it looks pretty complicated,especialy if there is a
big "parent tree",but later on it get's easy.
So after all this we have few parts in game
Now you can see if there are some smoothing issue or other problems that you don't
see in 3dmax.