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Custom Objects

Posted: Wed Sep 22, 2004 5:08 pm
by Jon the Great
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.
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Then I save it as an test.orf.
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Then I open it in OOF Editor and save it as a test.oof.
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Then I make a Gamfile with Gamtool for a GenericObject and I put test.oof as the filename.
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Then I save the table as testobject.gam
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Then I open the MN3 editor and add 'test.oof' and 'testobject.gam'
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Then I save the Mn3 file as objecttest.mn3
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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
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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
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Then poof it's an object in D3Edit!
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Not only that but I can place in it a level!
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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.
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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However, when I tested the level my custom object had been replaced by some kinda antennae object.
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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 :)

Posted: Wed Sep 22, 2004 5:57 pm
by Stryker
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.

Posted: Wed Sep 22, 2004 7:21 pm
by Liquid Fire
Pretty short answer for such an extensive post :P

By the way, I use pyromania for testing purposes because I don't need the disk to play and it skips the movies, so that's probably what was going on there.

Posted: Wed Sep 22, 2004 10:06 pm
by Mr. Perfect
The Gam file has to have the same name as the level's MN3, so make sure the level is also called "testobject"(it looks like you used "objecttest" instead).

Posted: Wed Sep 22, 2004 11:07 pm
by Fusion
Mr. Perfect wrote:The Gam file has to have the same name as the level's MN3, so make sure the level is also called "testobject"(it looks like you used "objecttest" instead).
That sound logical. Perhaps that what ur prob is, besides not doing it in normal D3, New Game mode.

Posted: Wed Sep 22, 2004 11:24 pm
by Jon the Great
Thanks for the quick responses. Changing the level's mn3 to match the .gam file seemed to do the trick.

This is such an awesome community. :)

Anyway here's the screenshot
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Apparently the texture was slightly tranparent lol

Posted: Thu Sep 23, 2004 8:42 am
by Stryker
I hate it when that happens... :P

Posted: Thu Sep 23, 2004 4:18 pm
by Duper
obviously he misunderstood something. ;)

Posted: Wed Sep 29, 2004 5:08 am
by yfmain
Do lighting before you put the custom in, you probably won't get your object see-through.

Posted: Wed Sep 29, 2004 9:23 am
by DCrazy
I dunno but I think that's pretty kickass. :)

Posted: Wed Sep 29, 2004 11:14 am
by Darkside Heartless
Looks cool as is, I'd keep it.
Of ocurse, I'm still doped out of my mind from getting my wisdom teeth taken out, so ingnore me if I say something stupid :P