New Models for Wall Text.

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Wolfen
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Joined: Mon Oct 08, 2012 6:40 am

New Models for Wall Text.

Post by Wolfen »

So I am trying to create a new model for a wall text. However I get the "text pivot node not found" error. Any idea how I make the text pivot node in Max? I looked at an imported obj of one of the wall text files and I just couldn't see anything different from my model.
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Skuggasveinn
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Re: New Models for Wall Text.

Post by Skuggasveinn »

If you look at the original model dungeon_wall_text.model you will see that is has 2 nodes.
one is the wall_text_mesh the other is simply called text and its a meshless entity.

When you define an object with class = "WallText" the text node is expected since it tells us where to click the wall mesh in order to get the text.

Hope this helps.
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Wolfen
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Joined: Mon Oct 08, 2012 6:40 am

Re: New Models for Wall Text.

Post by Wolfen »

Hmmm... It does, but doesn't. I guess I need to figure out how to add a "node". It's not the pivot is it? There are two separate "objects" in the imported obj, each named something. In Max I thought nodes were referencing animation stuff.
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Phitt
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Re: New Models for Wall Text.

Post by Phitt »

Right now multiple nodes aren't supported by the model toolkit I'm afraid. You'll have to wait until that feature is implemented.
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JohnWordsworth
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Re: New Models for Wall Text.

Post by JohnWordsworth »

@Phitt is correct, unfortunately, the Model Toolkit doesn't provide any tools for editing individual nodes yet, and when you export to OBJ - you only export the 'mesh' data and lose all other node based data. On my to do list is to implement a system where you import an OBJ file into a Node to replace the mesh currently at that node, as well as edit a node's properties through simple text boxes. This would allow you to (crudely) create this sort of object in the future. It's not at the top of my list, but it's close!
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Wolfen
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Joined: Mon Oct 08, 2012 6:40 am

Re: New Models for Wall Text.

Post by Wolfen »

Ok. Sounds good. I saw you got tangents going the other day on the exporter. THANK YOU for that! =D
FrEEsiD

Re: New Models for Wall Text.

Post by FrEEsiD »

hello, a functional alternative:

1) create an object in the "objet.lua"

{defineObject
name = "dungeon_wall_fake_text"
class = "Decoration"
model = "mod_assets / models / env / dungeon_wall_fake_text.fbx"
replacesWall = true,
placement = "wall"
editorIcon = 92,
}

2) create a material in the "material.lua"

{defineMaterial
name = "dungeon_wall_fake_text"
diffuseMap = "mod_assets / textures / env / dungeon_wall_fake_text_dif.tga"
specularMap = "mod_assets / textures / env / dungeon_wall_fake_text_spec.tga"
normalmap = "mod_assets / textures / env / dungeon_wall_fake_text_normal.tga"
doubleSided = false
lighting = true,
alphaTest = true,
blendMode = "Opaque"
textureAddressMode = "Wrap"
glossiness = 25,
depthBias = 0,
}

3) Use the *.model to desire and edit with the great GMT with background in the original "dungeon_wall_text.model" and moves the model slightly before (for me 0.125)

This allows for a personalized and wall_text function to keep the text on screen when clicked ;)
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Neikun
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Re: New Models for Wall Text.

Post by Neikun »

I agree with FreEEsiD,
There's no reason why you couldn't just retexture the existing model.
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