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GMAX...ASM...GUID's

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scotland
Hi Chaps,

Possibly a stupid question here, but I've just started messing around with ASM files. When I normally export from the 2004 gamepack, I get a MDL and a XML... the XML has the GUID to reference the MDL. If I edit the ASM then recomplile, then use Arno's Obplacer_XML to place the model I've noticed that the GUID is different to that in the original XML file. Right... I seem to remember that GUID's are randonaly produced... does this mean that for my new re-compiled MDL (from the editted ASM files) I could edit the GUID in the original XML to anything I like (or, indeed, leave it as it is) and it will still reference the new MDL?

Does that make sense?

Cheers
Alun :cool:
 
Hi Alun,

The GUID is just a number to call your object. The XML file GMax creates for you on export is no more then an example, if you want you can use a different GUID as well. Like you see in my tools, they create their own random GUID.

To get the object where you want it, the GUID in the ModelData command, where you load the MDL, and the GUID in the LibraryObject command, where you call the object, should be the same. And then it does not really matter what the GUID is.

So, once you have placed a few copies of your object, it is probably not smart to change the GUID. As you would then also have to change the GUID at all places where you call that object.

I hope this answers your question (a bit),
 
Hi Arno,

5 minutes to reply... I'm amazed at you dediction! Yep, that answers my question perfectly :)

Many Thanks
Alun :cool:
 
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