Forum > Level Design
Cryects WMO and Noggit
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Eluo:
--- Quote ---MMDX 0
MWMO 1 0 WorldWmonorthrendwintergraspwg_pylon03_000.wmo
MDDF 0
MODF 1 0 1 1828.000000 2328.000000 33.000000 0.000000 0.000000 0.000000 1828.000000 2328.000000 33.000000 1828.000000 2328.000000 33.000000 0 --- End quote ---
We cleared everything in skype but here the short version: -Don't spawn group wmos (blabla_000.wmo or blabla_001.wmo won't work! You'll have to use blabla.wmo) - Like with the doodads the cooridnates are in this order: x z y and not as steff said x y z ;)
#id #uniqueid #x #z #y #rota #rotb #rotc #x #z #y #x #z #y #doodadset
-don't use 1 as unique id .. well it works with 1 but you'll get fast in trouble ordering your uniqueids if your working on multiple adts simoultainously. On adt 25_33 my first doodad gets spawned with the id 25330000 and my first wmo with 25339000. Just use the adt coordinate for better orientatiton
Now what is a doodad set? Well i could now write some sentences about that but it gets much clearer if you go in modelviewer and look at a few wmos and play around with the doodadsets. On this screen i marked where you can change the doodadset in modelviewer. (Rightclick -> view image for details)
The order of the doodadsetid is numeric so: 0 = Default 1 = set_barracks 2 = set_barracks02 3= set_abandoned01
and so on ;) greetings !
Jack:
Doodadset = set of doodads... there are hard things in modding and easy stuff...and there's fucking damn obvious stuff like doodadsets :ucheers:
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