Moving Existing Attachments Points

davesnow

Crabby Old Geezer
There needs to be a program (are you listening PEV?:) ) whereby the user can move the existing attachment points on a locomotive cab. I have several locomotives where the cab view is either too low or too high. I don't want to Add new attachment points, just move the ones that are already there.

If there is already a program to do this, will someone point me in the right direction? Thanks everyone.

Dave
 
There needs to be a program (are you listening PEV?:) ) whereby the user can move the existing attachment points on a locomotive cab. I have several locomotives where the cab view is either too low or too high. I don't want to Add new attachment points, just move the ones that are already there.

If there is already a program to do this, will someone point me in the right direction? Thanks everyone.

Dave

I will second this. Using Peter's attachment maker is great but being able to move existing attachment points would be easier in some cases than creating and adding an attachment mesh.
 
??? I always thought you could. Open the attachment mesh with AttachmentMaker, find the attachment point and simply change it's X, Y and/or Z coordinates and save. Let me know if that doesn't work.
 
??? I always thought you could. Open the attachment mesh with AttachmentMaker, find the attachment point and simply change it's X, Y and/or Z coordinates and save. Let me know if that doesn't work.

No that doesn't work. If you move an attachment point and then save back to the original file all that is loaded is the attachment points mesh which is invisible. On models where I need to move attachments I create a new attachment point in the 'new' location with a new attachment name and save the mesh as 'attach mesh'. I add this mesh to the default mesh and set to auto create so both are loaded when the asset is used. I edit the config file so that the item I wanted to move is linked to the new attachment point and not the old. Some assets though dont show in the game when you start loading attachment meshes along with the default mesh which is a problem

Andy
 
There needs to be a program (are you listening PEV?:) ) whereby the user can move the existing attachment points on a locomotive cab
...

PEV originally released a program that could do this but withdrew it because of concerns over copyright.

Original creators retain the copyright to an original creation even if it has errors. The errors are actually (or, at least, allegedly) protected by copyright although I am not at all convinced that the copyright notices contained in the config file (often mispelled, confused and poorly worded) are actually enforceable - especially where the created object uses logos and designs copied by the originator without the permission of the manufacturer.

The best solution is to use PEVs AttachmentMaker and avoid all the grovelling, bootlicking and ego polishing needed to gain an original creators permission.
 
No that doesn't work. If you move an attachment point and then save back to the original file all that is loaded is the attachment points mesh which is invisible. On models where I need to move attachments I create a new attachment point in the 'new' location with a new attachment name and save the mesh as 'attach mesh'. I add this mesh to the default mesh and set to auto create so both are loaded when the asset is used. I edit the config file so that the item I wanted to move is linked to the new attachment point and not the old. Some assets though dont show in the game when you start loading attachment meshes along with the default mesh which is a problem

Andy


Huh? I'm sorry, but my knowledge of PEV's software is limited to the ones I use to fix faulty assets so they'll work in TS2010. That is, PM2IM, Quickshadows, Images to TGA, etc. These work fine for me.... Unfortunately, I have spent hours trying to learn the Attachment Maker, but I have always come up frustrated--- mainly because the instructions aren't BASIC ENOUGH. I don't know how to "re-write" the Config file so it will recognize my new attachments points, so I've quit trying to use that software. I apologize for my ignorance because I know that if anyone is basically computer literate thay can use that program. As for me, I guess I just ain't that smart!:'(
 
I think the question of violation of copyright should be revisited. The current version of PEV's PM2IM alters texture names in existing mesh files by changing problem non-ASCII characters to an underscore (_) so the user can then edit the texture name to match. I don't see the difference if one of PEV's existing programs, or a new one, shouldn't be allowed to edit the position of attachment points and/or to change the name of attachment points.

I thought the only problem that PEV had with Auran was that users shouldn't be allowed to 'ADD' anything into an existing mesh file, hence, the Attachment Maker creates a new mesh that is referenced in the config.txt file.

Change but not add should not be a problem for any kuid change, as long as the change is only on the users machine for his use and not to be uploaded to the DLS.

Bob
 
As I have pointed out before, if you can use a hex editor then you can use PEV's attachment maker and rename the original attachment points to something meaningless, e.g. a.bog0 to a.bogx (you MUST keep the same number of characters or you will corrupt the mesh file).
 
i think that moving the attach points should be allowed, but at the same time, where does one draw the line of how much you can modify in an existing file? and far as making sure the changes dont get distributed... who will make sure of that? adding an attach model with a config edit seems to be the easiest way around this. read some help files and learn to use it.
 
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