astronaut_scene.bod is the scene

pbb = Packaged bob
pbd = Packaged bod
bob = binary encoded
bod = text encoded
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ROFL... that would make me think twice about trying to scoop up a bailed pilotCaptG wrote:Thank you Thank you! I have a gun on my space suit now that works. I made it compatible with the Beta Kyon Emitter. Ha Ha Ha
Basically you just need to scale down the weapon mesh and export as a new body file. You need to apply Reset X-Form modifier (it's on the Utils tab in Max) before exporting. Then update the scene and the TShips entry to eference your new weapon body.CaptG wrote:Is there anyway to adjust the size of .bod files. I was able to add the gun to the space suit but the gun is bigger that the suit. When I tried to scale down the gun in GMAX in my astronaut_scene.bod file it reverts to it original size when i open it again.
Anyone have any advice?
You have to collapse the object stack. Just right click on the modifier list and select Collapse All->Yes. I've fixed this in the recent version of DBOX but I haven't released it yetCaptG wrote:I get an error. I opened the weapondummy file and scaled it down. Then clicked Reset XForm & Reset selected. When I went to then export it, it gave me this error:
--Runtime error: Cannot get mesh from this object: $PolyMesh:weapondummy @[0.000000,0.000000,0.000000]
Anyone know what I am not doing right?
Hey! I can still fire from those infinitely small points that are created when a ship's hull doesn't install correctly. How does that work? Do the weapon mounts install correctly, but the actual ship doesn't?Gazz wrote:Did you include the weapon mounts in the suit's scene file?
Weapons must fire from *somewhere* yaknow.