Importing Shapes

Shapes are technically models. These models can be anything, from a level module, to a pulse rifle weapon pickup. When you want to import existing shapes into your level, go to FILE > IMPORT > SHAPE(S) and you will find two options. One is FROM .RIF FILE (SINGLE) and the other is FROM .RIF FILE (MULTIPLE). There is a difference between these two, which is described below.  

Quick Lesson: Inteng and the game in general treat everything as if they are a rif.  So a rif is not only an entire level, but a chair and all other objects are rifs.  If a chair is destructible it would have fragments (or children).  Those fragments are also rifs.  Now you have a rif (fragment) inside a rif (the chair) inside a rif (the level). So any given level will have hundreds of smaller rifs inside of it.  

  1. FROM .RIF FILE (SINGLE): This option will allow you to import any single RIF-shape into your level. If the RIF-shape consists of several shapes (some shapes have fragments) or have additional shapes linked to them (some have shapes fragments) you will get an error message that the file was not imported. In this case, go with the FROM RIF FILE (MULTIPLE) option instead. When you select a RIF-shape to import, you will be asked to locate the RIF-file ("Cannot locate xxx.rif. Locate?"). Answer yes and select the RIF-shape you wanted to import. After you've done this, the shape has been successfully added to your level.

  2. FROM RIF FILE (MULTIPLE): If the RIF-shape you want to import consists of several shapes (some RIFs have fragments linked to them) you need to use this option. You will be asked to located the RIF-files once you've selected which shapes to import ("Cannot locate xxx.rif. Locate?"). Answer yes and located each shape separately.

If you are looking to create a new .rif file you need to do the following process instead of the one above...

There are a number of options for getting shapes from .asc and .3ds files. If you are using the Max plugins then you will only need to use the add morph data option (which cannot currently be done using the Max export plugins). Note that the 3ds export option from Max appears to be fairly dodgy , so you should export .asc file instead.

Quick Lesson: In order for CCAmain and inteng to understand exactly how large the level needs to be (as in height of doorways and rooms) they must have something to use as a ruler.  The ruler is a box that you create when using Max or Geotools.  When you are completely finished with the level you must go and draw a cube (or box) and name it "Hudson". CCAmain and inteng both assume this box is 2 meters tall.  These programs will auto resize your level based upon "Hudson" being this tall.  This is the only way to ensure that the level is to a realistic scale. This box will not be seen ever again after placed into CCAmain. The import process only reads the mesh data, it doesn’t read any texturing, smoothing groups, rotation, or pivot point information that may be in the files.

One of the objects within the rif file will be called the base object. When importing shapes from an .asc file, CCAmain compares the base object in the rif file with the version in the .asc file. This comparison is used for deciding the positioning and scaling for the new shapes. You can change the object that is to be called the base object using Inteng.

A new rif file is created by using the File > Import > 3D Studio .Asc File option. After selecting the file that you want to use, you will be asked to select one of the objects as the base object. Ideally this should be an object that you won't be changing , but it doesn't matter that much. CCAmain will process the file for a bit, and then ask you for a name for the new rif file.

Additional objects can be brought in from an .asc file.  Select Edit > Object > Add from the menus. You will then be asked to find the .asc file that you want to add shapes from. If CCAmain can find the base object in the .asc file, you will be given a list of new objects, and asked to select the ones that you want to add.

Replacing shapes: Select the objects that you want to replace from the list of objects (see 'The objects screen') and the select Edit > Object > Replace Shape from the menus. You will then be asked to select the .asc file that contains the new objects. Note that in most cases texturing will be completely lost on replaced shapes. However if there is enough similarity between the replaced shape and the new shape , then some of the texturing may be preserved. (This is most likely to work if the two shapes contain the same number of polygons and vertices).

Deleting shapes: If you want to delete any RIF-shape your level currently has, go to Tools > Delete Shape(s)... and you will access the Delete Shapes dialogue. Just select the shape you want to delete and click on OK. This dialogue also serves as a browser to see what shapes your level currently have.