Alienforce
25-04-2006 15:18:20
Sorry about maybe a simple question.
But how/can i export "gameobjects" with oFusion like spawnerpoints, particleemitters, soundshaders etc ??
All that stuff's going to be in a pro or dev version of ofusion that will have a licensing fee. Info in the thread below.
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=952
At the moment Ofusion is mostly usefull for building scene level geometry, anything else you want done will have to be hardcoded.
I suggest using nametags, were using _COL to define which meshes are invisible proxy trimesh collision banks in the Aurora engine, but you could use the same kind of thing for sound emmitters etc.
Lioric
25-04-2006 17:21:04
In CE version you should use simple box objects to define the position and use the name to define some properties to describe its type or use, i.e "sound_ocean_100_10"
Then you can use the OSM events system in your application where you can use the name of the object to process it, in the example above you can parse the name and decide that it is a sound placeholder that uses the ocean.wav file and the volume its set to 100% when near and to 10% when far
You can hide the object in max and select "Export Hidden" when exporting, so the object is not displayed in your application, or you can delete it after creating and positionating the sound
The Pro version can use Dummy and point helpers, and can create and use custom properties or user defined properties
Alienforce
26-04-2006 09:28:21
Ok, Thanks!
Where can i buy the pro version ??