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A couple editing q's

 
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DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Jun 03, 2007 07:25    Post subject: A couple editing q's View user's profile Send private message Reply with quote

I don't know where I've been but I just discovered the elevator move_offset. Are there any specs for using it anywhere? It's not in the INF Guide that comes with Dark Forge or the docs in the Downloads > Tutorials section.

Question number 2 is... does DF have a maximum size for 3DO files? I made a 268kb one and DF doesn't wanna load it. I'm gonna guess 1000 vertices is too much or I made an error somewhere in conversion to the 3DO format.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jun 03, 2007 10:24    Post subject: View user's profile Send private message Send e-mail Reply with quote

Elevator move offset can be used to alter the second altitude of a sector. It's more or less the same as a regular elevator. It's particularly good for ladder climbing sequences, or if you have built a 3do platform that you'd like to use as an elevator.

There is a maximum size for 3dos, though I'm not sure what it is, but 268kb does sound rather large

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 04, 2007 04:55    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'm almost curious to ask what you made that would need that many vertices Shocked

_________________
I don't think outside the box... I customize it.

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Jun 04, 2007 08:27    Post subject: View user's profile Send private message Reply with quote

Thanks for the info on move_offset.

I ran my 3DO through the Scale3DO program at a scale of 1 to see if the txt encoding Mac TextEdit goofed the file... this ended up shrinking the 3DO to 104kb but it still didn't load. View3DO even rendered it but I doubt it's as picky as DF on the integrity of the 3DO. Oh well, was just testing the limits of DF anyway. That nice little 3DO tutorial coupled with BBEdit and Excel really simplify 3DO making. Good to be able to use Blender to make DF objects.

And yeah I was working on the tall light on Bespin that I later discovered was already modeled in Jedi Outcast. Here's a pic of my rendition...



Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jun 05, 2007 10:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Very nice. I remember having similar problems with Lightwave. I was importing JO models, simplyifing them and trying to export them as 3dos using Mattias' lightwave 3do plugin. Unfortunately you can only have a couple of hundred vertices per file or else you get the stupid default cube 3do when you try to load it in DF.
The light looks very nice. Are you making a cloud city level so?

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Jun 07, 2007 06:26    Post subject: View user's profile Send private message Reply with quote

Heh I wish I was working on a themed level... all I've done this summer so far is goof around with making custom skies and plants for a desert area.

If you've been getting that cube 3DO with just a few hundred vertices then my 1004 is waaay over hehe. Guess I'll try to keep things simple from now on. If only I could figure out how to get Blender to simplify the mesh I made already...

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