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New Models for Wall Text.

Posted: Tue Oct 09, 2012 2:15 pm
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.

Re: New Models for Wall Text.

Posted: Tue Oct 09, 2012 3:04 pm
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.

Re: New Models for Wall Text.

Posted: Tue Oct 09, 2012 3:58 pm
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.

Re: New Models for Wall Text.

Posted: Tue Oct 09, 2012 4:22 pm
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.

Re: New Models for Wall Text.

Posted: Tue Oct 09, 2012 5:30 pm
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!

Re: New Models for Wall Text.

Posted: Wed Oct 10, 2012 1:13 am
by Wolfen
Ok. Sounds good. I saw you got tangents going the other day on the exporter. THANK YOU for that! =D

Re: New Models for Wall Text.

Posted: Wed Oct 31, 2012 7:31 pm
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 ;)

Re: New Models for Wall Text.

Posted: Wed Oct 31, 2012 10:32 pm
by Neikun
I agree with FreEEsiD,
There's no reason why you couldn't just retexture the existing model.