We are going forward. First results.
But no help from the community. Sorry.
airfighter55
??Was the txt file any help? I thought it might have been very useful:
"Here are the ground object and facility naming conventions. This will be out in the next rev of the SDK. Feel free to share outside of this forum.
VEHICLES, SHIPS, and BUILDINGS
Special vehicle names
F_axle
R_axle
These parts control the up and down bounce of the axle as it rides over rough roads.
The wheels should be children of these parts so they bounce also.
F_wheel_still
R_wheel_still
F_wheel_blurred
R_wheel_blurred
The axis for the wheels should be aligned with the world axis. The front wheels (F_wheel_…) will turn as if they are steering the vehicle, as well as rotate.
All tank wheels should be named R_wheel_… so they don’t turn when the tank does.
Tread#_# (the first number is the number that defines a set of treads; the second number defines the “keyframe” for the tread. For example, tread0_0, tread0_1, tread0_2, tread0_3).
For the appearance of moving treads, several versions of the tread are created. The models are swapped out with each other each frame while the tank is moving. If the textures are mapped so that they appear slightly advanced along the model, this creates the illusion of moving treads.
A_driver (american)
B_driver (british)
G_driver (german)
This is the name of a node placed in the driver’s seat that calls a library object of a driver found in the \characters folder of the same name.
To have one vehicle tow another (locomotives) a node needs to be placed in both vehicle files.
Attatchpoint_tow should be at the front of the object.
Attatchpoint_hitch should be at the back of the object.
(spelling must that above exactly. Meaning, you have to spell attach incorrectly for it to be recognized)
When a object is being towed, the attatchpoint_tow will line up with the attatchpoint_hitch of the object that is doing the pulling.
Damage
Vhcl_normal
Vhcl_damaged
These nodes are the trigger names for vehicle damage states. All objects under the vhcl_normal node are hidden when the vehicle takes a certain amount of damage (as defined in the .xdp), and all objects under the vhcl_damaged node are shown.
Bldg_normal
Bldg_damaged
Bldg_rubble
Same as for the vehicles, but with the addition of a “rubble” state allowing for more progressive damage on the buildings.
Ship_normal
Ship_normal
Same as for vehicles, but for ships.
The default system name for damage for vehicles, ships and buildings is “nose”. If you wish to create damage boxes for a tighter damage profile, name those boxes the following:
Damagebox_nose_#
There’s no limit to the number of boxes you can have. Damage boxes should be outside the hierarchy, or attached to the master node for the scene.
Names for guns on the vehicles are the same as on the planes, repeated here for your convienence:
Guns, rotations and emitters
gun_grp#b#
• # starts at 0 for pilot-controlled guns and goes up (as defined in the .xdp)
• grp=the guns that fire together in a group. b=the number of the barrel in that group, starting with 0.
gun_grp#b#_1
gun in VC is differentiated from the same gun in exterior by _1.
rotations
gun#_l_r
#=gun# no keyframe animation.
center= Z up, Y in line with barrel of gun pointing at gunner. Add “_1” to separate VC gun from exterior gun.
gun#_fore_aft
child of _l_r #=gun#. Add “_1” to the VC gun to separate it from the exterior gun. No keyframe animation.
center= X is up, Z is right from gunner’s POV"
There may be more stuff of use in the text file.