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Caleb and FragMe! Realestate

Posted: Wed Apr 09, 2008 9:43 pm
by FragMe!
We have big houses, we have small houses, we even have luxury Chalets but we don't have any snow.
These are some of the houses that were made for Jingling Town just without the snow covering.
These are just the msh and tga files, I am pretty sure most of you can create the required odfs.

Find your dream home here


And it goes without saying give credit where credit is due :yes:

Re: Caleb and FragMe! Realestate

Posted: Wed Apr 09, 2008 9:48 pm
by epm01
Sounds cool, I'll DL.

Re: Caleb and FragMe! Realestate

Posted: Fri Apr 11, 2008 3:24 pm
by elfie
auesome Downloading NOW!!

Re: Caleb and FragMe! Realestate

Posted: Fri Apr 11, 2008 4:18 pm
by Grev
Just a quick question, when adding odfs, can one just take a prop odf and make that props msh the house? Or would you reccomend making a new odf?

Re: Caleb and FragMe! Realestate

Posted: Fri Apr 11, 2008 8:01 pm
by FragMe!
Here is all you need for an ODF
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "building"
GeometryName = "nameofmesh.msh"


[Properties]

GeometryName = "nameofmesh"

FoleyFXGroup = "wood_foley"
Which you all knew anyway :D

What you may need is a nameofmesh.msh.option file with this in it:

-donotmergecollision


This helps sometimes if a hole cut in a wall of a model decides to not be a hole and stops you from going through

Re: Caleb and FragMe! Realestate

Posted: Fri Apr 11, 2008 10:36 pm
by RepSharpshooter
Did you actually make collision primitives/meshes with these models? Or does the game create it? (A quick search through the msh file turned up no modl chunks named as collision primitives or collision meshes (p_[name] or c_[name]) so I'm assuming there are none, but let me know if they do). The -donotmergecollision will be VERY useful, as I had similar problems with holes and it covering them up. Thank you!

Re: Caleb and FragMe! Realestate

Posted: Sat Apr 12, 2008 2:36 am
by wazmol
FragMe! wrote: What you may need is a nameofmesh.msh.option file with this in it:

-donotmergecollision


This helps sometimes if a hole cut in a wall of a model decides to not be a hole and stops you from going through
Oh my, thats something that could help me so da_mn much! Thanks Frag'

Re: Caleb and FragMe! Realestate

Posted: Sat Apr 12, 2008 5:42 am
by FragMe!
RepSharpshooter wrote:Did you actually make collision primitives/meshes with these models? Or does the game create it? (A quick search through the msh file turned up no modl chunks named as collision primitives or collision meshes (p_[name] or c_[name]) so I'm assuming there are none, but let me know if they do). The -donotmergecollision will be VERY useful, as I had similar problems with holes and it covering them up. Thank you!

The chalet model actually has quite a few collision primitives. They are p_-svbot-cube. But thanks for making me check as I think Calebhouse3 is the wrong one as it only has a collision and no primitives and I do remember giving it some.