SI Tools Tutorial - Adding Subobjects to Props by: Dean Newbury To see some examples of props with subobjects, go and download the Stunt Island airplane props from the SITP. All of this information came from using those props as a guide. To view the subobjects once the prop is loaded, simply enter FILLED and hit SHOWSUB. Before we begin with the how-to's, you have to know that SIT does not like subobjects. We've all dealt with SI's polygon sorting deficiencies while filming movies. Well when you add a subobject to a prop it is rare to not have sorting issues, oftentimes HUGE sorting issues. Just for fun enter SIT and delete a subobject from the Spitfire and then replace it exactly the same way it was and you'll see what I mean. These sorting issues lead me to believe that another, better prop editor was used to add subs to SI props or ded onto existing props outside of SIT. That said, it is still very possible to add subs to your props with excellent results! Let me list some methods I've had to use to get subs to work: 1. Always, always, always click TRYHRD before you try adding subs! 2. After you've attached a sub, if the prop is completely unsortable unclick TRYHRD and click NOSORT then use FRONT and BACK in the FILLED menu to re-sort your prop.(Used on my TIE-Fighter prop set) 3. When you attach prop B to prop A and it doesn't work, then reverse it. Attach prop A to prop B.(Used on a varity of prop sets including the TIE and Falcon) 4. Make your subobjects a separate prop. "Build" just the attachment points for the subs with no polygons and then attach your subs. Then make this a separate prop altogether and attach it to your larger prop within the game itself. (Used on the X-Wing) These are just some examples, but you'll have to experiment because SIT sorts every prop differentely and you never know what will or will not work. There are three types of subobjects : non-animated objects, animated propellors, and animated landing gear. All subs are attached to a point, or coordinate, within another prop from the PT/LN screen. Think of the point as if it were a ball joint and your sub will attach to, spin around, or fold 90 degrees on. So the first thing you need to do is provide this "ball joint" for your prop to attach to. Then click on the point and then click SUBOBJ and a menu will pop up. The next three sections will discuss what goes in the blank fields of this menu. Subobject Menu | OBJECT | A |-| ROTATE | B | C | | COND | D | E | F |-| ELSE | G | A - Subobject Filename. B - Axis sub will rotate around, X-Axis, Y-Axis, or Z-Axis. C - Determines the type of subobject your sub will be and what direction it will rotate. D - Condition of visibility throughout animation and sets up prop swapping for propellor. E - Controls visibility through various stages of animation. F - Sets a rotation point where landing gear will disappear or when a propellor will prop swap. G - New propellor prop to be swapped with initial prop. Non-animated subobjects The best example of non-animated subs I have can be found on the 747 with space shuttle found within SI. All of the engines and even the large shuttle are subobjects. I cannot begin to understand how SIT can handle all of that extra data, but there it is. So for a non-animated subobject your pop-up menu will look like this : | OBJEC T |(filename)| | ROTATE | NONE | 0 | | COND | NONE | 0 | 0 | | ELSE | | Animated Propellors A propellor can be attached on any axis and always spins in the same direction on each axis. The propellor is the only type of sub that can take advantage of what I call "prop swapping." What that means is that at a certain point in your propellor animation a new prop will take the place of the initial propellor. SI uses this to give the appearance of the propellor becoming see-thru as it spins faster. So when your propellor reaches a certain speed and rotation SI "swaps" your propellor for another, less solid one creating that flicker effect. The propellor pop-up menu will look like this : | OBJECT |(filename)| | ROTATE | (axis?) | 10 | | COND |