I understand what instancing is and how to do it in 3DS Max, but I don't know how to edit the wpl's to add instance information like you described. I see the instance ID in GIMS' wpl section, would I first have to instance an object in 3DS then assign ID's to each? I attempted to export the 4 blades with the skel from the russian store, without changing any hierarchy, only deleting the building model. It only exported in OFIO because of the "dr_" prefix, but did not animate in OpenIV or load in-game, even though the names were correct and had correct bone ID's. I also wasn't able to load an obj wdr and anim wdr together in the Animation Viewer. As I type this, I'm currently exporting the latest attempt. I imported the main ship and 4 separate blades into the store scene, replaced the building with the ship, and the fans with the blades. Then I renamed the dr_rus18x12_extra01 to dev_model, renamed the rest of the bones/models, setup materials, and exported. This only changes names, not hierarchy. OFIO gave me a material error with the multi-material this time, so I had to use GIMS. I looked into the ck_radar_tower and since it is only for one spinning object, it would have to be duplicated, which seemed like more work setting up the hierarchy again unless I can figure out this instancing in the WPL that you speak of.
H1Vltg3Member Since 04 Dec 2008
Offline Last Active Nov 12 2013 03:01 AM