Author Topic: (Simple?) Emitter question  (Read 846 times)

Legacy_3RavensMore

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(Simple?) Emitter question
« on: May 01, 2015, 07:14:28 pm »


               

Dipping my toes into the baffling world of emitters today...


 


In the CEP there are 4 green floating runes.  I'd like to resize the rune--specifically on the one listed below.  After a couple of hours blindly changing this and that in the pair of emitters in the model, I've really no idea how to do it.  Do I need to text edit the thing, or is there a way to do it in NWMax?


 


Dropbox mdl


 


 



               
               

               
            

Legacy_Tarot Redhand

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(Simple?) Emitter question
« Reply #1 on: May 01, 2015, 07:40:26 pm »


               

You need to edit the numbers in the sections labled "verts" (short for vertices). These are the points in space that the model is made from. There are 3 sets of these in that particular model. Each set consists of four separate vertices. Each one has three numbers, corresponding to the x, y, and z of it's position.


 


Instead of me baffling (well maths gives me brain-ache) you with more details, you could always try a little tool I wrote ages ago called Scale'Em All. If you have any problem let me know.


 


TR



               
               

               
            

Legacy_Zwerkules

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(Simple?) Emitter question
« Reply #2 on: May 01, 2015, 08:00:25 pm »


               

Look at this: http://ccg.animecafe...=Aurora_Emitter


Check out the part about Size X/Y start and end.


 


I also noticed that the animations on your model are 'empty'. That's probably because they used a simple 'birthrate x.x' instead of proper birthrate keys. The game can handle it if there's a simple 'birthrate' in the animations instead of birthrate keys, but NWmax ignores it and the animations are broken after exporting the model.


 


If you edit the model in a text editor before you import it and correct the animations so they use proper birthrate keys (or apha-, position-, selfillum- or orientation keys, whatever the animations use) they will still be okay after exporting the models.


I can tell you how to correct them if I see the original model.


 


There is also the possibility that two animations were added to the model and never used, in that case they should be removed.



               
               

               
            

Legacy_3RavensMore

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(Simple?) Emitter question
« Reply #3 on: May 01, 2015, 08:33:58 pm »


               

Zwerk, that worked like a charm!  As for the animations, I don't think they have them.  As least the on/off states in cep don't trigger any obvious change between the two.  Delighting to see how easy it is to add my own rune images as well.  Thanks for your help!


 


TR: that works for scaling models, but it's not useful for emitters.  It's a handy little tool though--I love having repetitive operations automated.



               
               

               
            

Legacy_Zwerkules

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(Simple?) Emitter question
« Reply #4 on: May 01, 2015, 08:42:37 pm »


               


Zwerk, that worked like a charm!  As for the animations, I don't think they have them.  As least the on/off states in cep don't trigger any obvious change between the two.  Delighting to see how easy it is to add my own rune images as well.  Thanks for your help!




I looked at the runes in the CEP and they don't have the animations either. It would make sense if it was possible to turn the runes on and off though.


Since the animations aren't used, they are a waste of disk space and memory, though in this case a very insignificant one.


If you export your own version of the runes you could remove the animations before you do so.


If you select the auroa base you'll see a list of the animations the PLC has on the modify tab. You can click on each animation and then on the "delete" button under the list of animations.


               
               

               
            

Legacy_3RavensMore

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(Simple?) Emitter question
« Reply #5 on: May 01, 2015, 09:44:34 pm »


               

Thanks again.  I did notice a flaky problem with NWMax.  If you save the model in the .gmax file format, then reload and reexport the .mdl, the emitters don't appear.   Took about an hour to figure that one out.  ':blink:'