so i did this and made my own component
but ive got one problem
its transparent
ive used the component steel80-100.gmf
ive decompiled and recompiled it just im annoyed that its transparent
also here is the text
GMA
*GABRIEL_ASCIIEXPORT 3
*MODEL_TYPE Basic Model
*SCENE
{
*SCENE_FILENAME grapecrate.max
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0x000000
*SCENE_AMBIENT_STATIC 0x000000
}
*MATERIAL_LIST
{
*MATERIAL_COUNT 1
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME 10 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x969696
*MATERIAL_DIFFUSE 0x969696
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.600000
*MATERIAL_SHINESTRENGTH 0.700000
*MATERIAL_TRANSPARENCY
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
*TEXTURE_LIST
{
*TEXTURE_COUNT 1
*TEXTURE
{
*MAP_NAME steel
*MAP_CLASS Bitmap
*BITMAP ironaweflip.bmp
*MAP_AMOUNT 1.000000
*MAP_DIFFUSE
*MAP_TYPE Screen
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOISE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
*BITMAP_MAP_CHANNEL 1
}
}
}
}
*OBJECT_LIST
{
*OBJECT_COUNT 6
*GEOMOBJECT
{
*NODE_NAME plate
*NODE_SHADEVERTS 0
*NODE_TM
{
*NODE_NAME plate
*TM_ROW0 1.000000 0.000000 0.000000
*TM_ROW1 0.000000 1.000000 0.000000
*TM_ROW2 0.000000 0.000000 1.000000
*TM_ROW3 0.000000 0.000000 0.000000
}
*MESH
{
*TIMEVALUE 0
*MESH_NUMVERTEX 8
*MESH_NUMFACES 12
*MESH_VERTEX_LIST
{
*MESH_VERTEX 0 -0.499900 0.000100 -0.399900
*MESH_VERTEX 1 0.499900 0.000100 -0.399900
*MESH_VERTEX 2 -0.499900 0.000100 0.399900
*MESH_VERTEX 3 0.499900 0.000100 0.399900
*MESH_VERTEX 4 -0.499900 0.037400 -0.399900
*MESH_VERTEX 5 0.499900 0.037400 -0.399900
*MESH_VERTEX 6 -0.499900 0.037400 0.399900
*MESH_VERTEX 7 0.499900 0.037400 0.399900
}
*MESH_FACE_LIST
{
*MESH_FACE 0 A: 0 B: 2 C: 3 *MESH_MTLID 1
*MESH_FACE 1 A: 3 B: 1 C: 0 *MESH_MTLID 1
*MESH_FACE 2 A: 4 B: 5 C: 7 *MESH_MTLID 0
*MESH_FACE 3 A: 7 B: 6 C: 4 *MESH_MTLID 0
*MESH_FACE 4 A: 0 B: 1 C: 5 *MESH_MTLID 4
*MESH_FACE 5 A: 5 B: 4 C: 0 *MESH_MTLID 4
*MESH_FACE 6 A: 1 B: 3 C: 7 *MESH_MTLID 3
*MESH_FACE 7 A: 7 B: 5 C: 1 *MESH_MTLID 3
*MESH_FACE 8 A: 3 B: 2 C: 6 *MESH_MTLID 5
*MESH_FACE 9 A: 6 B: 7 C: 3 *MESH_MTLID 5
*MESH_FACE 10 A: 2 B: 0 C: 4 *MESH_MTLID 2
*MESH_FACE 11 A: 4 B: 6 C: 2 *MESH_MTLID 2
}
*MESH_NUMTVERTEX 12
*MESH_TVERTLIST
{
*MESH_TVERT 0 0.000000 0.000000 0.000000
*MESH_TVERT 1 0.800000 0.000000 0.000000
*MESH_TVERT 2 0.000000 0.037000 0.000000
*MESH_TVERT 3 0.800000 0.037000 0.000000
*MESH_TVERT 4 0.000000 0.000000 0.000000
*MESH_TVERT 5 1.000000 0.000000 0.000000
*MESH_TVERT 6 0.000000 0.037000 0.000000
*MESH_TVERT 7 1.000000 0.037000 0.000000
*MESH_TVERT 8 0.000000 0.000000 0.000000
*MESH_TVERT 9 1.000000 0.000000 0.000000
*MESH_TVERT 10 0.000000 0.800000 0.000000
*MESH_TVERT 11 1.000000 0.800000 0.000000
}
*MESH_NUMTFACES 12
*MESH_TFACELIST
{
*MESH_TFACE 0 9 11 10
*MESH_TFACE 1 10 8 9
*MESH_TFACE 2 8 9 11
*MESH_TFACE 3 11 10 8
*MESH_TFACE 4 4 5 7
*MESH_TFACE 5 7 6 4
*MESH_TFACE 6 0 1 3
*MESH_TFACE 7 3 2 0
*MESH_TFACE 8 4 5 7
*MESH_TFACE 9 7 6 4
*MESH_TFACE 10 0 1 3
*MESH_TFACE 11 3 2 0
}
*MESH_NORMALS
{
*MESH_FACENORMAL 0 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 2 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000
*MESH_FACENORMAL 1 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 1 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000
*MESH_FACENORMAL 2 0.000000 1.000000 0.000000
*MESH_VERTEXNORMAL 4 0.000000 1.000000 0.000000
*MESH_VERTEXNORMAL 5 0.000000 1.000000 0.000000
*MESH_VERTEXNORMAL 7 0.000000 1.000000 0.000000
*MESH_FACENORMAL 3 0.000000 1.000000 0.000000
*MESH_VERTEXNORMAL 7 0.000000 1.000000 0.000000
*MESH_VERTEXNORMAL 6 0.000000 1.000000 0.000000
*MESH_VERTEXNORMAL 4 0.000000 1.000000 0.000000
*MESH_FACENORMAL 4 0.000000 0.000000 -1.000000
*MESH_VERTEXNORMAL 0 0.000000 0.000000 -1.000000
*MESH_VERTEXNORMAL 1 0.000000 0.000000 -1.000000
*MESH_VERTEXNORMAL 5 0.000000 0.000000 -1.000000
*MESH_FACENORMAL 5 0.000000 0.000000 -1.000000
*MESH_VERTEXNORMAL 5 0.000000 0.000000 -1.000000
*MESH_VERTEXNORMAL 4 0.000000 0.000000 -1.000000
*MESH_VERTEXNORMAL 0 0.000000 0.000000 -1.000000
*MESH_FACENORMAL 6 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 3 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 7 1.000000 0.000000 0.000000
*MESH_FACENORMAL 7 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 7 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 5 1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 1 1.000000 0.000000 0.000000
*MESH_FACENORMAL 8 0.000000 0.000000 1.000000
*MESH_VERTEXNORMAL 3 0.000000 0.000000 1.000000
*MESH_VERTEXNORMAL 2 0.000000 0.000000 1.000000
*MESH_VERTEXNORMAL 6 0.000000 0.000000 1.000000
*MESH_FACENORMAL 9 0.000000 0.000000 1.000000
*MESH_VERTEXNORMAL 6 0.000000 0.000000 1.000000
*MESH_VERTEXNORMAL 7 0.000000 0.000000 1.000000
*MESH_VERTEXNORMAL 3 0.000000 0.000000 1.000000
*MESH_FACENORMAL 10 -1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 2 -1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 0 -1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 4 -1.000000 0.000000 0.000000
*MESH_FACENORMAL 11 -1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 4 -1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 6 -1.000000 0.000000 0.000000
*MESH_VERTEXNORMAL 2 -1.000000 0.000000 0.000000
}
*BACKFACE_CULL 1
*MATERIAL_REF 0
}
}
*GMID_ATTACHMENTPT
{
*NODE_NAME Point01
*NODE_TM
{
*NODE_NAME Point01
*TM_ROW0 -1.000000 0.000000 0.000000
*TM_ROW1 0.000000 0.000000 -1.000000
*TM_ROW2 0.000000 -1.000000 0.000000
*TM_ROW3 0.000000 0.000000 0.000000
}
USER DATA Type = Attach
ID = 1
Attach = Generic_F
}
*GMID_ATTACHMENTPT
{
*NODE_NAME Point02
*NODE_TM
{
*NODE_NAME Point02
*TM_ROW0 -1.000000 0.000000 0.000000
*TM_ROW1 0.000000 0.000000 -1.000000
*TM_ROW2 0.000000 -1.000000 0.000000
*TM_ROW3 -0.450000 0.000000 0.000000
}
USER DATA Type = Attach
ID = 2
Attach = Generic_F
}
*GMID_ATTACHMENTPT
{
*NODE_NAME Point03
*NODE_TM
{
*NODE_NAME Point03
*TM_ROW0 -1.000000 0.000000 0.000000
*TM_ROW1 0.000000 0.000000 -1.000000
*TM_ROW2 0.000000 -1.000000 0.000000
*TM_ROW3 0.000000 0.000000 -0.350000
}
USER DATA Type = Attach
ID = 3
Attach = Generic_F
}
*GMID_HAVOK_SIMOBJECT
{
*NODE_NAME (null)
*GRAVITY 0.000000 -9.800000 0.000000
*WORLDSCALE 39.369999
*SIMTOLERANCE 0.100000
*RESOLVER 3
*INCLUDE_DRAG 0
*LINEAR_DRAG 0.000000
*ANGULAR_DRAG 0.000000
*INCLUDE_DEACTIVATOR 1
*SHORTFREQ 5.000000
*LONGFREQ 0.100000
*USE_FAST_SUBSPACE 1
*UPDATES_PER_TIMESTEP 1.000000
*NUM_COLLISION_PAIRS 0
}
*GMID_HAVOK_RBCOLLECTION
{
*NODE_NAME RBCollection01
*NUM_DISABLED_PAIRS 0
*SOLVER_TYPE 0
*COUNT 1
*GMID_HAVOK_RIGIDBODY_LIST
{
*COUNT 1
*GMID_HAVOK_RIGIDBODY
{
*NODE_NAME plate
*MASS 10.000000
*ELASTICITY 0.300000
*FRICTION 0.500000
*OPTIMIZATION_LEVEL 0.500000
*UNYIELDING 0
*SIMULATION_GEOMETRY 2
*GEOMETRY_PROXY_NAME (null)
*USE_DISPLAY_PROXY 0
*DISABLE_COLLISIONS 0
*INACTIVE 0
*DISPLAY_PROXY_NAME (null)
*NODE_TM
{
*NODE_NAME plate
*TM_ROW0 1.000000 0.000000 0.000000
*TM_ROW1 0.000000 1.000000 0.000000
*TM_ROW2 0.000000 0.000000 1.000000
*TM_ROW3 0.000000 0.000000 0.000000
}
*HAVOK_GEO_TYPE Standard
*NUMBER_OF_CHILDREN 0
}
}
}
}
jk figured it out too much shine dont worry guys sorry for any inconvenience.