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How To Change The Mainmenu Orb In Uix


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#1 gasclown

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Posted 04 January 2005 - 11:35 AM

user posted image

open default.xap/mainmenu.xip. insert the .xm you want to use. scroll right to the bottom and youll see 'DEF the modded_orb'. comment out the whole def/delete it - whatever you usually do. then make the new def look something like this at the very bottom:

CODE
DEF Modded_Orb Transform
 {
  children
         [
            Spinner
            {
              rpm 3
              axis 0 2 2
              children
              [
           
                      Shape
                      {
                          appearance Appearance
                          {
                               material MaxMaterial
                               {
                                  name "ReflectSurface"
                               }
                               texture ImageTexture { url "texture.xbx" }
                          }
                          geometry Mesh { url "gasorb.xm" }
           
                       }
               ]
              }
         ]  
           
     
  rotation -0.993700 -0.088440 0.068970 -1.576000
  //scale 47.000000 47.000000 47.000000
  scale 0 0 0
  //scale 43.000000 43.000000 43.000000
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -54.880000 -15.100000 29.980000
 }//DEF Modded_Orb Transform
]
}//DEF theMainMenuCam Transform


its just the same as thc only you have to set the scale in default.xip/default.xap So in defualt.xip/default.xap - search for 'Modded_Orb' and set your scale there. heres how mine looks for this particular mesh:

CODE

//gas c.Modded_Orb.SetScale(43,43,43);
c.Modded_Orb.SetScale(0.32,0.32,0.32);


#2 TigerHawk

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Posted 04 January 2005 - 10:33 PM

Is there a site where I could get an .cm like the one you are using for your orb?
(Sorry, I know I'm a newb)

#3 gasclown

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Posted 04 January 2005 - 11:19 PM

i made the .xm, you can get it from numerous people in the chan (#teamUIX on efnet) sorry i cant host it.

#4 rixter110

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Posted 06 January 2005 - 01:22 AM

is there a way to color the mesh? it looks like your mesh is purple(gasorb.xm) but
mine turn out white, i also have a mesh i made that i want a dif color..any ideas? wink.gif

#5 TigerHawk

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Posted 06 January 2005 - 01:32 AM

pretty sure thats in the skin XBX

#6 gasclown

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Posted 06 January 2005 - 02:48 AM

K, SEEMS A LOT ARE HAVING TROUBLE WITH IT - YOU NEED TO SET THE SCALE DIFFERENTLY FOR DIFFERENT SIZED MESHES!!!

(yes - caps)

also if you wanna change the colour with a preset make the DEF look _SOMETHING_ like this:

CODE

DEF Modded_Orb Transform
 {
  children
         [
            Spinner
            {
              rpm 3
              axis 0 2 2
              children
              [
           
                      Shape
                      {
                          appearance Appearance
                          {
                               material MaxMaterial
                               {
                                  name "MenuCell"  // change this value - to another material thats suit you
                               }
                               
                          }
                          geometry Mesh { url "yourmesh.xm" }
                 
                       }
               ]
              }
         ]  


dont copy and paste it - the forum ruins the grammar - do it line by line. if you use it exactly like mine you will need to put a 'texture.xbx' in mainmen.xip then change the colour by changing the texture file.


#7 RaZaR

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Posted 09 January 2005 - 03:45 AM

here is my problem.... i know i have to change the scale thing... but i dont know how, you wrote that we have to put

CODE
//gas c.Modded_Orb.SetScale(43,43,43);
c.Modded_Orb.SetScale(0.32,0.32,0.32);


but where??? i've tried by changing scale 0 0 0 here:

CODE
 //scale 47.000000 47.000000 47.000000
 scale 0 0 0
 //scale 43.000000 43.000000 43.000000


by a lot of number but nothing change my dash still look like this:
user posted image
(its like i had 2 cellwall...






#8 gasclown

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Posted 09 January 2005 - 03:58 AM

ok, like it says above you need to set the scale differently for different sized meshes 'c.Modded_Orb.SetScale(0.32,0.32,0.32);' is just an example.

heres a hint - the first ime you set the scale set it at 1, 1, 1 - from here you should be able to judge if it needs to be bigger or smaller - adjust accordingly.


but here's the best way to go about it:

convert a copy of 'OrbCell-FACES.xm' (found in mainmenu.xip) back to a format readable by yr 3d prog (you will need an old app called 'xmconverter' or 'AseToxm") then open it in your 3d prog and scale your mesh, whether you created it or not, to the same size as orbCell-FACES. then you will not have to change the scale at all.

#9 ..::Macro::..

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Posted 09 January 2005 - 01:17 PM

In my uix it doesn't matter what the scale is! It's the same if the scale is 50 or if it's 1! It's all over the screen! sad.gif

#10 gasclown

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Posted 09 January 2005 - 01:52 PM

"its just the same as thc only you have to set the scale in default.xip/default.xap So in defualt.xip/default.xap - search for 'Modded_Orb' and set your scale there."

what that^^ guy said up there^^ tongue.gif



#11 evil_ted

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Posted 15 January 2005 - 11:23 AM

default.xip/default.xap

CODE

function MainMenuAttract()
{
var a = 0.65;
var c = theMainMenu.children[0].children[0];
var d = theMainMenu.children[0].children[0].theMainMenuLevel.children[0];
d.fade = a * 1.5;
c.Rotating_Large_X.fade = a;
c.ring.fade = a;
c.main_pod1.fade = a;
c.main_poda.fade = a;
c.main_podb.fade = a;
c.main_pod2.fade = a;
c.Stock_Orb.fade = a;
c.Modded_Orb.fade = a;
d.SetRotation(0,0,0,0);
d.SetTranslation(0,0,0);
c.Rotating_Large_X.SetTranslation(0,0,0);
c.ring.SetTranslation(-57.980000,-13.690000,-84.760002);
c.main_pod1.SetTranslation(-61.689999 ,-13.400000 ,0.337400);
c.main_poda.SetTranslation(-61.689999 ,-13.400000 ,0.337400);
c.main_podb.SetTranslation(-61.689999 ,-13.400000 ,0.337400);
c.main_pod2.SetTranslation(-61.689999 ,-13.400000 ,0.337400);
c.Stock_Orb.SetScale(1.44,1.44,1.44);
c.Modded_Orb.SetScale(43,43,43);
c.Rotating_Large_X.fade = 0.43;
}


c.Modded_Orb.SetScale(43,43,43);

change this line (above)

#12 magicruss

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Posted 25 January 2005 - 02:01 PM

Great code - works a treat. But....

I have modelled the Xecutor 3 logo to use as my orb and have it inserted fine and textured but it is spinning around in all directions. I would like to have it spinning round horizontally 360 degrees.

I know it must be the rotation settings but i am afraid to change them incase i screw it up. Can anyone help me with the correct rotation settings in order to do this??

Many Thanks

#13 magicruss

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Posted 31 January 2005 - 05:56 PM

can anyone help me with this??

#14 motofo

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Posted 31 January 2005 - 06:32 PM

Try setting your rotation 0 0 1 3.1415927 in the definition that you added the model to.
Hope this helps
m0to

#15 mrmodem

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Posted 04 February 2005 - 06:11 AM

just tried gasclown's code... worked like a charm... no problems whatsoever




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