Custom Objects
- Jon the Great
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Custom Objects
I'm trying get custom objects to work. I've spent all day on it and it's giving me a headache.
Maybe you guys can tell me what I'm doing wrong. I went ahead and but together a cool little picture explanation for you guys.
Okay, I start by making the object in D3Edit.
Then I save it as an test.orf.
Then I open it in OOF Editor and save it as a test.oof.
Then I make a Gamfile with Gamtool for a GenericObject and I put test.oof as the filename.
Then I save the table as testobject.gam
Then I open the MN3 editor and add 'test.oof' and 'testobject.gam'
Then I save the Mn3 file as objecttest.mn3
Then I open up D3Edit again and before I open anything, I click Data -> Change Mission Hog and select my objecttest.mn3 that I just made
Then I click okay and then select Data -> Tablefile Manager. Once there I click HOG browser in the Mission Tablefile row and I select testobject.gam
Then poof it's an object in D3Edit!
Not only that but I can place in it a level!
Ok so I saved that D3L and I opened the MN3 Editor loaded that D3L into it and then Added 'testobject.gam' and 'test.oof' down at the bottom.
I saved that off, placed it in my missions folder, and loaded up Pyromania.
However, when I tested the level my custom object had been replaced by some kinda antennae object.
What happened??? What did I do wrong???
Files used in this explanation:
test.orf http://www.infospect.com/cotut/test.orf
test.oof http://www.infospect.com/cotut/test.oof
testobject.gam http://www.infospect.com/cotut/testobject.gam
Help would be greatly appreciated!!
Thanks in advance
Maybe you guys can tell me what I'm doing wrong. I went ahead and but together a cool little picture explanation for you guys.
Okay, I start by making the object in D3Edit.
Then I save it as an test.orf.
Then I open it in OOF Editor and save it as a test.oof.
Then I make a Gamfile with Gamtool for a GenericObject and I put test.oof as the filename.
Then I save the table as testobject.gam
Then I open the MN3 editor and add 'test.oof' and 'testobject.gam'
Then I save the Mn3 file as objecttest.mn3
Then I open up D3Edit again and before I open anything, I click Data -> Change Mission Hog and select my objecttest.mn3 that I just made
Then I click okay and then select Data -> Tablefile Manager. Once there I click HOG browser in the Mission Tablefile row and I select testobject.gam
Then poof it's an object in D3Edit!
Not only that but I can place in it a level!
Ok so I saved that D3L and I opened the MN3 Editor loaded that D3L into it and then Added 'testobject.gam' and 'test.oof' down at the bottom.
I saved that off, placed it in my missions folder, and loaded up Pyromania.
However, when I tested the level my custom object had been replaced by some kinda antennae object.
What happened??? What did I do wrong???
Files used in this explanation:
test.orf http://www.infospect.com/cotut/test.orf
test.oof http://www.infospect.com/cotut/test.oof
testobject.gam http://www.infospect.com/cotut/testobject.gam
Help would be greatly appreciated!!
Thanks in advance
If you're trying to do custom objects in pyromania...
Good luck. You'll need it.
It's pretty much impossible to get two different mods to work to together (and yes, your custom object is classified as a mod). Ever tried playing hyperspace or some other such modded level, then going out and trying to play normal D3? I've had times when my lasers look like concussions, my concussions look like pyros, and pyros look like laser bolts. At any rate, that's the same thing that's happening to you. The mods reference files based on their number. When you modify that number (E.G. add a new object) you add a new number. That screws things over. Royally.
Basically, it will work if you do it in normal D3. But pyromania? No.
Good luck. You'll need it.
It's pretty much impossible to get two different mods to work to together (and yes, your custom object is classified as a mod). Ever tried playing hyperspace or some other such modded level, then going out and trying to play normal D3? I've had times when my lasers look like concussions, my concussions look like pyros, and pyros look like laser bolts. At any rate, that's the same thing that's happening to you. The mods reference files based on their number. When you modify that number (E.G. add a new object) you add a new number. That screws things over. Royally.
Basically, it will work if you do it in normal D3. But pyromania? No.
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