<squinting...>
Firstly (I'm privy to an absolutely hilarious PHoD/Tarot discussion about cults that I hope they repost to their NwNWhovians group that I hope they start Real Soon Now), I set up a base placeable object with all the parts that *may* be needed, as these are general purpose objects and I want as few limits on use as possible, especially with low-overhead. So I not only include damage emitters, but I set (mostly empty) default, off, offtoon, on, ontooff, damage, die and dead anims on the
around a (stoopid iphone) aurora base.
Then I add both usenodes. Technically, I should be putting head/hand conjure nodes in as we'll, as placeables can cast and receive spells, but I'm being lazy.
Secondly, the file overhead is absolutely minimal for these options, especially compared to their complex geometry. You save a lot more memory by going to a 64x64 texture, but ugg! So not the point.
Thirdly, I don't expect anyone else to do what I do :-P This is just a "best practice" I've developed working with placeables. It's particularly handy for people who don't have/use a modeling program.
Fourthly, yes, whichever usenode is closest.
Fifthly, impact is the aim-point for weapons and the attachment point of some VFX.
Sixthly, most of the models work static for me as well. But I *can* imagine using dynamic buildings :-)
Seventhly, you should release as separate add-ons after we get a fixed combo core hak together.
Eighthly, to make the pillars a separate element of the PWK, I create the pyramid PWK (named PWK) and two pillar objects (tweedle-did and tweedle-doo). Selecting the PWK, in element mode under edit mesh, click the attach button and choose the pillar objects. You now have an object named PWK with three mesh elements - pyramid, pillar & pillar. Yes, you can walk around them. :-)
Ninethly, I gotta get to HQ! Peace out!
<...at the fine print>
Modifié par Rolo Kipp, 27 avril 2013 - 01:25 .