I do - here's the gmax file and the tga's:
Final VersionOriginally I had the animation End Time set to 16200. This created a monstrous file. I ended up changing the end time to 3600. As I mentioned before, this makes the entire system move faster then I had hoped --- but I can live with it. However, found I was still able to get most of the rotations I wanted, when I discovered I was allowed to do things like use huge rotation angles - so I could really zero in on individual spin rates by say... animating the earth globe at key 1800, with a rotation angle of 7200 degrees, then at key 3600, the same (rotate 7200 degrees again). All the planets are set up the same way ... 3 keys each (0, 1800, 3600) - with varying rotations divisible by 360.
For the orbits of the planets - I used only 3 keys each too - the same 0, 1800, 3600), but used smaller rotation values mostly. For instance, Jupiter's sun dummy (I think) is set to rotate 180 deg at key 1800, and another 180 deg at key 3600. Mercury's sun dummy is orbiting the sun much faster ... key 1800: rotate 2160, key 3600: rotate 2160 degrees. I'm going from memory on the exact rotation values, but hopefully you get the concept of how I did it.
The final mdl is different from this gmax file however. What I had originally done was import Stonemonkey's orrery into gmax, then I removed all animations from the file, to start with a clean slate. Of course his planets were much smaller then I wanted, so I unlinked everything, and added the tcn01 plain cobble tile node (for scale reference). Then I scaled all the planets up significantly (using the *select and uniform scale* button). Then moved them to positions as desired, and created and aligned dummies inside those objects that would have a planetary body orbiting around them. I then linked everything, and created the animation keys.
Now so far everything was great - but when I exported, the Sanity Check told me a few things needed welding. However, when I welded the rings of Saturn, the tga displayed awful - with black shadowy lines now appearing perpendicular to the rings. That wasn't acceptable. Also, the sanity check told me I had objects that were not a scale of 1. I assumed that was due to be re-sizing all the planets, so I fiddled with things like *reset scale* (shooting in the dark for sure
'> and when I exported the model, the sanity check passed, but the planets were tiny (original size) again - but all the animations were correct.
So what I did to get the final mdl you have is... one by one, I stripped each planet node from the file, noting it's position and orientation numbers, then ran the nodes through the utility called NWN Scaler, scaling them to the size I wanted. I then put their original position and orientation numbers back into the node, and added the nodes back into the mdl. The rings of Saturn I just did not weld - because I could not stand seeing those shadows,
I just now complied the model too - it's 3700K complied. That's the first time I've seen an ASCII model compile into a binary file, where the resulting binary file was smaller then the ASCII - in this case ~ 66% smaller. I'll be testing it in game sometime today to make sure it compiled ok. On my coding machine, an older dell optiplex with 2gig ram and just simple on-board intel graphics, the model runs fine for me in the area (a rather large area in fact). There's very little stuttering or lag, however there is a little - but it's acceptable I believe. On my newer sony laptop, with pretty high-end specs, there's nothing with load or lag that I can even detect with this model in the area.