Path: chuka.playstation.co.uk!news From: Tom Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: soft and tmds Date: Wed, 10 Mar 1999 10:09:12 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 36 Message-ID: <36E644C8.4AD4@bristol.ac.uk> References: <36E56A9A.ACFCD44C@bournemouth.ac.uk> NNTP-Posting-Host: n69.fen.bris.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (WinNT; I) Will Atkin wrote: > > Hey all.. > > having slight troubles exporting tmds from softimage to the yaroze.. > > The thing is I'm using a multiple object model. You know a character > with separate legs and arms. As I understand it you can save all the > objects in one tmd file and call it as that file. Whenever I load my > game it displays as the hip object and nothing else, and the wierd thing > is that I know all the information is there, becuase when I import the > tmd file back into soft to see whats going on.. all the objects are > there! Can't figure it out.. > > anyone have any ideas?? > > Thanks in advance, > > Will When you call GsLinkObject4(), there's a parameter in that tells the Yaroze which object in the TMD to link to the GsDOBJ2 structure. Most of the time this is set to 0 as (from what I can tell) most TMDs only contain one object but if you set it to 3, say, you can link the fourth model in the TMD. I've done this before, but only in a dynamic TMD that I've created myself. Failing this, check the 'nobj' variable in the TMD header (try using Rob Swan's dynaimc TMD creation lib) and see what value this is set to as it's (supposed to) hold how many objects are in the TMD file. I hope this helps as this is all from memory, the structure and function names might be different, but the priciple should be sound ;-) Cheers, Tom