Tommy2Fast Posted August 25, 2017 Posted August 25, 2017 Hello. I use the MuesToolBox (it is great) BUT if I want to remove a "main" part but NOT the "under parts". Is that possible? F.eks Node Name............................ Material ID -HULL 0 <--------------- Want to remove this part -Panel 1 <--------------- But not this part -EnignePanel 2 Anybody knows?? Cheers. Tommy. Quote
+Wrench Posted August 25, 2017 Posted August 25, 2017 yes, that's the "parent mesh". Unfortunately, it'll remove all the "child" meshes as well Quote
Tommy2Fast Posted August 26, 2017 Author Posted August 26, 2017 hmmm... Is that a way to fix that? Quote
+Wrench Posted August 27, 2017 Posted August 27, 2017 with cockpits, one could re-add the moved items, back where they came from. But that was in SF1. In SF2, it might not work. BTW, just looking at the heirarchy, you wouldn't be trying to do the 'remove bits' to a ground object, would you?. AFAIK, that dosen't work (at least not when I've tried it) Quote
+Crusader Posted August 27, 2017 Posted August 27, 2017 (edited) I made a cockpit mod where I had the same issue, wanted to move a mesh which happened to have sub-mesh which should stay in place. The solution was simple, I moved the mesh in question down(in the specific case) and then counter-moved the sub-mesh parts back up to the original position! For ground objects, one way to "hide" (depending on the model/lod anchor points) a part is to use the missile launcher function (with a fixed, non moving default elevation/rotation) to turn the mesh in question out of sight .... and then counter-elevate/rotate the sub-mesh with a 2nd launcher .... results may vary!! Edited August 27, 2017 by Crusader Quote
Heck Posted August 27, 2017 Posted August 27, 2017 I don't understand how you moved the meshes up and down, Crusader. Could you explain exactly how you did that? Sorry for my lack of knowledge, but that's how I learn. Quote
+Crusader Posted August 27, 2017 Posted August 27, 2017 No problem... This entry moves Tube01 mesh 1 meter down (Z-axis) [Move_Sight2_Z] Type=AIRSPEED_INDICATOR NodeName=Tube01 MovementType=POSITION_Z Set[01].Position=-1.0 Set[01].Value=0.0 Set[02].Position=-1.0 Set[02].Value=1.0 HUD mesh which is a child of Tube01 is counter-moved 1 meter up to put it back in the original place The mesh has a different orientation/axis, thats why Y-axis is used to move it [Move_Sight3_Z] Type=AIRSPEED_INDICATOR NodeName=HUD MovementType=POSITION_Y Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 Example is from a cockpit mod of the TMF F-5A cockpit to give it the Canadian CF-5A instrument layout (as close as possible) 3 Quote
Heck Posted August 27, 2017 Posted August 27, 2017 Thanks, Crusader. Modders are the best teachers. Quote
Tommy2Fast Posted October 11, 2017 Author Posted October 11, 2017 Crusader!! You are a genius that works!!!!! Thanks Quote
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