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Custom Processor for storing locations?

Last post 4/13/2007 2:25 PM by Pfo Cubed. 1 replies.
  • 4/13/2007 1:40 PM

    Custom Processor for storing locations?

    I'm finally at a point where I need to start adding invisible nodes to my 3D model to specify locations like rocket exhausts, hardpoints for missiles, and docking ports. I'm trying to find the best way to translate those nodes into location data, and then not show the nodes during rendering. I think the best way is to use a custom processor, but I'm not sure how to tell it 1) store the name of the node and its location into the compiled output, and 2) skip the node and don't include it in the compiled output.

    My understanding is there is some kind of tag associated with each Model object. If that tag can store, say, a dictionary containing the name of the node as a string, and a Vector3 as the location, then I'm in good shape. Just not sure how to make that happen. if I cannot use the tag property to store the data, I can write to a separate file. Then all I'd have to do is tell the processor to not include the nodes in the compiled output. Any ideas?

    -Mike
    Amateur Virtual Rocket Scientist In Training
  • 4/13/2007 2:25 PM In reply to

    Re: Custom Processor for storing locations?

    You could add bones to the model at the positions where you want to store rocket exhausts, missile launch points, etc.... name them appropriately and have your game interpret them at model load time.
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