Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
3 registered members (AndrewAMD, The_Judge, Grant), 898 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Models with Multiple Meshes #423561
06/01/13 05:28
06/01/13 05:28
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline OP
Member
82RJZAE  Offline OP
Member
8

Joined: Jul 2008
Posts: 168
Hi, how easy is it to swap out models with multiple meshes? I know it's possible to attach models to each other via vertex attachment, but how can I swap out certain meshes in a model without removing them from the model itself (ie: hide/show meshes by script)?

Re: Models with Multiple Meshes [Re: 82RJZAE] #423562
06/01/13 05:47
06/01/13 05:47
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I've used vmask ( http://www.conitec.net/beta/vmask.htm ) before and it works pretty well, just give it a try:

if(key_1) my.vmask = 0; // reset
if(key_2) my.vmask |= (1<<0); // hide meshes that have the 1st skin attached
if(key_3) my.vmask |= (1<<1); // 2nd skin
...


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Models with Multiple Meshes [Re: Superku] #423564
06/01/13 06:27
06/01/13 06:27
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline OP
Member
82RJZAE  Offline OP
Member
8

Joined: Jul 2008
Posts: 168
Thanks Superku! Can meshes be removed at runtime to save memory? I have a large model with high res textures & many meshes and they will not need to be active all at once.

I have not worked with models with multiple meshes before and I'm a little uncertain how to best approach this one. I noticed ent_setmesh but my model is animated and it says in the remarks that "meshes can be set only for nonanimated entities."


Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1