Making new model issue

Alright, I'm making some new jewelry pieces for TA, I've got the model and textures for one new model working perfectly, but for some reason I can't seem to get the hard points working.

I'm using 3DS Max 5 and the Panda exporter thingy. I know hardpoints are made using the 'dummy' object, and not to rotate or scale them.

When I use the model in-game, it attaches to other hardpoints fine, but none of its own hardpoints show up at all. I've even tried making jewelry that is just hardpoints (like the hardpoint clusters from Kryo), and those don't work at all.

Thanks for your help!

17,759 views 3 replies
Reply #1 Top
The only possiblity that matches to your problem and is known by me is: Dummy export of your exporter is deactivated, watch the panda export window and look if you can make a "check" on Dummies. you can oversee it easily.

additional statement: rotating is allowed, just not scaling ;)

-Stefan
Reply #2 Top
I wish it was easier to make ships and the jewelry pieces or that I had the knowledge to make the LOL

Nasty
Reply #3 Top
Dummy was checked, I figured it out though, in the Panda Exporter, under the 'X file settings' tab, there's a category called 'DX Frame' and the default setting is to 'No Frames', setting it to 'Top Frame Only' made hardpoints work.

So for the sake of all, to make everything work (model, textures and hardpoints, assuming you've made these correctly) at least for 3DS Max 5, you need to check all of these in the Panda exporter (sorted by the tab they are found under):

3DS Max Objects:
Mesh definition
Materials
Optimize
Include Animation
Geometric
Dummy
Mesh Normals
Mapping Coordinates

Animation:
Matrix Keys
3DS Max ticks

Textures:
None

X File Settings:
Binary with Compression
Top frame only

Thanks anyways Terraner05, I had been told rotating hardpoints would cause issues, going to test that now.
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