*NODE_NAME crate01 *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 0.572541 0.103332 7.858184
TM_ROW3 is the X Y & Z axis of the objects location, first column of numbers is the X, second the Y and last column the Z change these vales for the object (in both the RIGIDBODY and GEOMOBJECT), recompile and you will find the objects have been moved :-D
Nice thread, Joe..
*OBJECT_LIST
*NODE_NAME arena_collision
*MESH_VERTEX 0 -12.7 -2.264982 -12.39729*MESH_VERTEX 1 12.7 -2.264982 -12.39729*MESH_VERTEX 2 -12.7 -2.264982 13.0027*MESH_VERTEX 3 12.7 -2.264982 13.0027*MESH_VERTEX 4 -12.7 13.73502 -12.39729*MESH_VERTEX 5 12.7 13.73502 -12.39729*MESH_VERTEX 6 -12.7 13.73502 13.0027*MESH_VERTEX 7 12.7 13.73502 13.0027
*MESH_VERTEX 0 -6.45 -2.264982 -6.2*MESH_VERTEX 1 6.45 -2.264982 -6.2*MESH_VERTEX 2 -6.45 -2.264982 6.5*MESH_VERTEX 3 6.45 -2.264982 6.5*MESH_VERTEX 4 -6.45 13.73502 -6.2*MESH_VERTEX 5 6.45 13.73502 -6.2*MESH_VERTEX 6 -6.45 13.73502 6.5*MESH_VERTEX 7 6.45 13.73502 6.5
*MESH_VERTEX 0 -6.45 -2.264982 -6.2*MESH_VERTEX 1 6.45 -2.264982 -6.2*MESH_VERTEX 2 -6.45 -2.264982 6.5*MESH_VERTEX 3 6.45 -2.264982 6.5*MESH_VERTEX 4 -6.45 6.5 -6.2*MESH_VERTEX 5 6.45 6.5 -6.2*MESH_VERTEX 6 -6.45 6.5 6.5*MESH_VERTEX 7 6.45 6.5 6.5
name = "Combat Arena" preview = "box/box_preview.bmp" game_types = ['DEATHMATCH', 'BATTLE ROYAL', 'TEAM MATCH'] def __init__(self): Arenas.SuperArena.__init__(self, "Arenas/box/boxarena.gmf")
name = "My New Arena" preview = "myarena/box_preview.bmp" game_types = ['DEATHMATCH', 'BATTLE ROYAL', 'TEAM MATCH'] def __init__(self): Arenas.SuperArena.__init__(self, "Arenas/myarena/boxarena.gmf")
*BITMAP oct_sawblade.bmp
*BITMAP new_saw.bmp
I don't know where better to put this, how do I create low walls from an arena that is like the combat arena?
*MESH_VERTEX 0 -12.700000 -2.264982 -12.397295 *MESH_VERTEX 1 12.700000 -2.264982 -12.397295 *MESH_VERTEX 2 -12.700000 -2.264982 13.002705 *MESH_VERTEX 3 12.700000 -2.264982 13.002705 *MESH_VERTEX 4 -12.700000 13.735018 -12.397295 *MESH_VERTEX 5 12.700000 13.735018 -12.397295 *MESH_VERTEX 6 -12.700000 13.735018 13.002705 *MESH_VERTEX 7 12.700000 13.735018 13.002705
*MESH_VERTEX 0 -12.700000 -2.264982 -12.397295 *MESH_VERTEX 1 12.700000 -2.264982 -12.397295 *MESH_VERTEX 2 -12.700000 -2.264982 13.002705 *MESH_VERTEX 3 12.700000 -2.264982 13.002705 *MESH_VERTEX 4 -12.700000 2 -12.397295 *MESH_VERTEX 5 12.700000 2 -12.397295 *MESH_VERTEX 6 -12.700000 2 13.002705 *MESH_VERTEX 7 12.700000 2 13.002705
*NODE_NAME glass walls *NODE_PARENT arena_display *NODE_SHADEVERTS 0 *NODE_TM { *NODE_NAME glass walls *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 -2.264983 0.302705 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 8 *MESH_NUMFACES 8 *MESH_VERTEX_LIST { *MESH_VERTEX 0 -12.750000 -0.000001 -12.750000 *MESH_VERTEX 1 12.750000 -0.000001 -12.750000 *MESH_VERTEX 2 -12.750000 -0.000001 12.750000 *MESH_VERTEX 3 12.750000 -0.000001 12.750000 *MESH_VERTEX 4 -12.750000 11.999999 -12.750000 *MESH_VERTEX 5 12.750000 11.999999 -12.750000 *MESH_VERTEX 6 -12.750000 11.999999 12.750000 *MESH_VERTEX 7 12.750000 11.999999 12.750000