VHOT Attachment for door handles and particle effects.Axles for switches.J.Knez (Schwaa)![]() Creating a custom door:![]()
door= object0
Handle1=
Handle Axle=
Handle2=
Create your door in Dromed under the appropriate door style. ![]()
Torch VHOTS:
Most torches in Dromed have 2 VHOTS although this pic only shows one. Thief uses one VHOT for
a flame particle and one for a smoke particle. You can get by with attaching multiple particles
to each VHOT. Maximum number of VHOT's per object is 3.
Place these VHOTS in the middle of the flame, (I didn't put a flame object on the pictured candle)
attach particles in Dromed: ![]() Creating a Secret Lever: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, see the next section - Multiple Joints per Object.
base = aa
Basically what you have in 3d program is three parts, the base, the switch and the axle.
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. Up and down or left to right.
When you figure that out create your axle. Some 3d programs allow you to make a two
point line (Anim8or), others like 3D Studio MAX will only let you make a three point line, either works,
but the three point line takes a little .e file editting.
The candle 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. In the above pic, the yelow dots form
the axle path, the red dot is neccesary to export from 3ds, it will have to be removed from the .e file.
A button has a translating axle (see the drawer axle below), 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 use 3DSMax, make the triangle of points and extrude them. don't make the triangle
have any depth, just click the extrude button, weld the vertices (you now have 6, you
want 3) 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
off position!!!
Export the .3ds file and convert to .e with 3dstoe.exe.
If you had to make a triangle axle (3DMax) open up the .e file with notepad and look for
these lines of text :
BEGIN "@x00aa2500"
PART MAPPING{
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,
it's not always the third one. These numbers are XYZ coordinates in space, that's why 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 (with BSP.exe) and try out your new model in Dromed,
look at a switch,button or container properties to see how to setup the axle movement.
![]() Multiple Joints per Object:![]() Although objects can have multiple joints, they can't always be used at once, here are some conditions of use to take into consideration:
![]() ![]() Trouble Shooting:Explanation of axle object names:So for the candle lever and drawers I named the axel to match: @x00aa2500 and for the door I used @x00ob2500 (ob = the first 2 letters of object0). Errors:BEGIN "@z00aa2500"
POINTS{
POINTS{ ![]() Extra thanks to ShadowSpawn for helping me figure this stuff out. |