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Author Topic: deploying meshes  (Read 1958 times)
Apollo006
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« on: June 25, 2005, 04:49:49 pm »

Hi,

can anyone help me in explaining how i can deploy a mesh in a map. I mean an enemy for example, i have my own character that can walk around, but i want it of course to attack something. Is there anyone willing to explain this to me? I already have an enemy cal3d model ready.


Thanks.
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deckerego
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« Reply #1 on: June 26, 2005, 07:48:24 pm »

I asked the same question a while ago, and the answer I got back was "it depends." Most people don't store character positions in the map file - it's kept in a separate XML file or stored in a database.

So model positioning in a level is pretty much up to you from my understanding...
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jorrit
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« Reply #2 on: June 29, 2005, 11:38:10 am »

Quote from: Apollo006
Hi,

can anyone help me in explaining how i can deploy a mesh in a map. I mean an enemy for example, i have my own character that can walk around, but i want it of course to attack something. Is there anyone willing to explain this to me? I already have an enemy cal3d model ready.


Thanks.


One way to do that is to use a key value pair in the map like this:

<key name="enemy_pos" location="x,y,z" type="myuglybastard" />

In code you can then iterate over these keys and create your own entities there.


Another way is to use the <node> system. The nice thing about this is that it is supported by blend2cs. Just create an 'empty' object in Blender and it will be exported as a node.

Greetings,
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