So if you want to change the center of a tank for example, you only need to import its hull mesh, move it to where you want it and then re-export it. If you only need to set the mesh higher above the 0/0/0 grid center, you can easily fix your vehicle by adding/reducing the amount of height you added in max to your objects.con and physics.con
Example:
- Import "m3a1_hull_m1.sm" into 3ds max
- make sure that you set up "Generic units" in Customize -> Units Setup
- select ALL meshes (cols, lods, shadow), move them up on the Z axis to 1.0
- re-export ALL meshes
Now, you can change the code in objects.con by ADDING 0.1 more height to everything that needs to be changed (depends on the vehicle and its coding !)
In physics.con, you need to REDUCE 0.1 of the height from everything in the engine section if its height value is negative, or ADD 0.1 if its value is positive, because otherwise the tracks/wheels would be positioned too low/high.
Example:
- If the tracks/wheels are set to a height of -1.2 in the original physics.con, their new value has to be -1.1
- If the tracks/wheels are set to a height of 1.2 in the original physics.con, their new value has to be 1.3
Hint: Check if the engine of the vehicle in objects.con has a position other than 0/0/0, if it does ONLY change its height ! Same here as with the wheels, if the engine has a negative height value, REDUCE height value by 0.1, if it has a positive or "0" height, ADD 0.1. Do NOT touch the tracks/wheels positions in physics.con in that case, because if you move the engine, they will be moved too by the engine's height setting in objects.con
The value "0.1" is one-tenth of the "1" you set in max. If you used a setting of "2" in max, it would be "0.2" for the code, if you used "2.5" it would be "0.25" for the code and so on. Always divide the number in max by ten !
Ok, i hope i haven't forgotten anything, it's already late
