Creating objects with VHOTS, axles

VHOT Attachment for door handles and particle effects.

Axles for switches.

J.Knez(Schwaa)
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Basically a VHOT is just a little cube, it tells where a sub object rotates on a larger object. Give it RGB color {0;255;0} in 3d program. Doesn’t matter really, conversion removes it, but that’s how LGS did it so I’ll follow suit. ==================================

In a 3d modeling Program name your door objects like this. This is to make a door handle rotate.

door= object0

Handle1= @s00bb
VHot1= @h02object0

Handle Axle= @x00ob2500

Handle2= @s00cc
VHot2= @h03object0

The Door Axle is setup in Dromed under Physics>Model>Attributes>Cog Offset which should be half the door width (moving the center of the door to the edge).
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Torch Vhots:
Cylinde = torch body
@h01Cylinde = Vhot #1
@h03Cylinde = VHot #3

Place these VHOTS in the middle of the flame, attach particles in Dromed:
~Particle attachment.(Yes the particle owns the VHOT.)
Data:{VHOT;3;N/A;0}
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Switches are slighty different, they don’t contain VHOTs, but lockboxes might.
For a switch you need three parts. It gets more complex if you want to add many switches to an object like a control panel, I recommend converting a .bin file from Thief into an e and looking at names if you plan on doing that.

base aa
Handle @s00bb (@s,zero,zero,ff) make sure its zeros and not o’s)
axle @x00aa2500 Rotating
==== @z00aa2500 Translating

Basically what you have in 3d program is two parts, the switch itself and the base. Name them as above, now its time to decide what kind of axle you want and where you want it to move. Your two axle types are translating (sliding) and rotating. You also have to decide the plane it travels in. side to side, up and down, left and right.

When you figure that out create your axle. Some 3d programs allow you to make a two point line, others like 3D MAX will only let you make a three point line, either works, but the three point line takes a little .e file editting.

A light switch has a rotating axle. If its up/down then the axle line will need to run right to left through the point of rotation. If you have to make a three point line make the third point out of line with the other two.

A button has a translating axle, make your axle path in line with how you want the button to move. One end of the line in the middle of the button, and the other end of the line in the middle of where you want the button to stop. Again, the third point (if neccessary) should be in different planes than the two important points.

If you have to use MAX, make the triangle of points and extrude them. don’t make the triangle have any depth, just click the extrude button and delete one of the two faces.

Make sure you have it the correct size, and centered. For a switch make sure its in the down position!!! Foe a button I’m not sure, but I think it needs to be pushed in.

Export the .3ds file and convert to .e

If you had to make a triangle axle open up the .e file with notepad and look for these lines of text:

BEGIN “@x00aa2500”
POINTS{
0.406608,0.099621,-0.039791;
-0.394412,0.095121,-0.039791;
-0.376544,0.086733,-0.044444;
}

PARTS{
4,N,0, 3,(1,2,4);
}

Delete the highlighted stuff, this is the extra point of the axle path and the triangle parts, leaving you with only a line between two points. Make sure you delete the correct point, its not always the third one. These numbers are XYZ coordinates in space, that’s way I said to make the third point out of line, makes it easier to tell which one it is. Obviously the first two are alot closer in line with each other so I knew the third was the one to get rid of.

Then save the .e file, convert to bin and try out in Dromed, look at a switch or buttons properties to see how to setup the axle movement.

Extra thanx to ShadowSpawn for helping me figure this stuff out.


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