 |
|

|
 |

|
 |
 |
 |
 |
|

|
 |
Current version
of ExtendSim. |
ExtendSim 7.0.6a was released November 14, 2009. If you are
using an earlier release of ExtendSim 7, download
a patch file to update to 7.0.6a.
Note: The only change from 7.0.6 to 7.0.6a
was made to the Rate library. If you had already updated to
ExtendSim 7.0.6 which was released November 2, 2009, you only
need to upgrade to 7.0.6a if you are using the Rate library
(in ExtendSim AT or ExtendSim Suite).
To see the complete history of ExtendSim, go to the Evolution
of ExtendSim. To see changes made in incremental releases
of ExtendSim 7, go to ExtendSim
7.x Updater Enhancements.
 |
Can ExtendSim run on a network? |
Network licenses are available for ExtendSim. An ExtendSim
Network License allows a specified number of simultaneous ExtendSim
users in a network environment. For more details, see License
Types.
 |
Converting a single
user ExtendSim license to a network license. |
Within the first 30 days of purchase, registered users are
entitled to 100% trade-in credit for each single
user license converted to a station on a comparable or higher network
license product.
If it has been more than 30 days since purchase, registered
users with a current license are entitled to 75% trade-in credit
for each single user license converted to a station on a comparable
or higher network license product.
If you are using a version prior to the current version, the
trade-in credit will be reduced by the price of the upgrade.
 |
Model
sharability across an internet or intranet. |
To allow others to access your model or the ExtendSim
functionality across an internet or
intranet, you need an ASP license.
 |
How can I get future versions shipped
to me automatically rather than pay for upgrades as they
are released? |
You have the option to purchase an ExtendSim
Maintenance Subscription when you purchase or upgrade
ExtendSim (single user licenses only). Major upgrades (whole
number version changes) released during your maintenance
year will automatically be shipped to you. You will be invoiced
annually to renew the Subscription so that you can continue
receiving regular upgrades.
If you purchase a Network License, you will automatically
be enrolled in an annual Maintenance and Support Plan.
 |
Return policy. |
Downloaded products
Downloaded software cannot be returned. A license code is
provided, but no physical product is shipped so there is nothing
to be returned. ExtendSim may be evaluated at no charge before
purchase with the ExtendSim Demo, a trial version of ExtendSim.
Boxed products
Training refund policy
 |
What if the CD is damaged in shipment? |
Imagine That! warrants the CD on which the Software is recorded
to be free from defects in material or workmanship under normal
use for 30 days after the date
of initial delivery. During the 30-day period, you may return the CD to Imagine
That! and it will be replaced, without charge, with other media containing the
Software. After the 30-day period, registered users can request a replacement
CD for $25. Such replacement of the CD is your SOLE AND EXCLUSIVE REMEDY in the
event of a defect.
 |
What kind of information will I
find in the ExtendSim manuals? |
ExtendSim ships with two printed manuals - a User Guide and
a Developer Reference (except as noted below). All ExtendSim
products also include these manuals in online, pdf format.
Printed documentation is NOT included with the following ExtendSim
products: Lab License, LT-RunTime,
and Demo. These products do,
however, include the manuals online in the form of pdf files
that you can read, search, and even print.
The ExtendSim User Guide explains and provides examples of
different simulation approaches. This manual has step-by-step
tutorials and models that show you how to build, run, and analyze
ExtendSim models. Other sections in the User Guide show you
how to enhance the look of your models, add animation and costing,
print, import/export data, and so forth. The Developer Reference
discusses the parts of a block, gives an in depth discussion
of ModL code and the source code debugger, provides programming
tips, and lists all of the built-in functions.
You may also download
the ExtendSim manuals.
 |
How are others using ExtendSim? |
Check out our abbreviated list of solutions that
ExtendSim has helped facilitate. Also, there are a number of case
studies, papers, and articles published on the web and
in magazines that discuss how ExtendSim (and Extend, as it
was formerly called) is being used by others. References to
ExtendSim can be found in a number of books as
well.
To learn about what other ExtendSim users
are modeling right now, go to the ExtendSim
Exchange, a virtual meeting room to exchange ideas, discuss
simulation techniques, post issues and solutions, and talk
directly to other simulationists.
 |
Do you pay your customers to present papers that use
ExtendSim? |
Our customers present papers independently of
Imagine That, Inc. Unlike other simulation software companies,
we do not pay our customers to write a paper. While we encourage
our customers to present papers, we believe that the best interests
of the simulation community are served by remaining neutral
at academic conferences.
 |
ExtendSim 7 model compatibility
with previous versions. |
ExtendSim is upwardly compatible and will read in models built
in earlier versions of Extend such as 6 and 5. However, ExtendSim
7 is not backwardly compatible. Models and blocks you build
in ExtendSim cannot be read by earlier versions of Extend.
 |
Changes when upgrading
to ExtendSim 7. |
 |
 |
New libraries and features replace “legacy”* libraries.
 |
Item library
replaces BPR, Discrete Event, and Mfg (Manufacturing)
libraries. |
 |
Value library
replaces Generic library. |
 |
Rate library
replaces Flow library. |
 |
Animation 2D-3D library
replaces Animation library. |
 |
Built-in features in ExtendSim,
as well as in the Item and Value libraries,
replace Items (DB) and SDI Tools libraries. |
 |
See the “v6 to v7
Equivalents” file located at ExtendSim7\Documentation
for a list of each legacy* block and the
corresponding new block or feature. |
 |
All the legacy* libraries
are in the folder \Libraries\Legacy. |
 |
The legacy* libraries
allow you to run models built in previous
versions. But the legacy libraries are
no longer being supported and will not
be available in future versions of ExtendSim.
Use of legacylibraries
should be avoided, especially when creating
new models. |
|
| |
 |
ExtendSim Databases replace the Industry
database that was included in Extend Suite and Extend Industry.
 |
The Industry database is
furnished with ExtendSim so that you can
run old models. However the Industry DB
is no longer supported and will not be
available in future versions of ExtendSim.
Use of the Industry DB should be avoided,
especially when creating new models. |
 |
So that you don’t
lose any stored data, an ExtendSim Database
can import an exported Industry database
file. |
|
| |
 |
ExtendSim Suite includes 3D animation.
 |
If you previously used Extend Suite
6, Proof Animation is included in your ExtendSim
Suite upgrade. |
 |
Proof Animation will NOT be automatically
included in new (non-upgrade) purchases of ExtendSim
Suite. Instead, it can be purchased separately. |
|
| |
 |
ExtendSim 7 can read Extend 6 and 5 libraries
(including the legacy* libraries), as well as the models
you built in 6 or 5. However:
 |
Because of extensive architectural
changes, there is no automatic method to
cause older models to substitute blocks
in the new libraries for those in the legacy* libraries, or to substitute an ExtendSim
database for the Industry database. |
 |
Models and libraries that
have been saved in ExtendSim 7 cannot be
read by older versions. |
|
| |
 |
When building models, you can combine blocks
from the new ExtendSim libraries (Item, Rate, and Value)
with blocks from the legacy* libraries. However:
 |
You cannot connect blocks
from the (new) Rate library to (legacy)
Flow library blocks. |
 |
It is preferred that you
build models using just the new ExtendSim
libraries - avoid using the legacy* libraries
when creating new models. |
|
| |
 |
Extend 6 products (Extend CP, Extend OR,
Extend Industry, and Extend Suite) will be available for
purchase until supplies run out. The cost to purchase a
v6 license is the same as a comparable ExtendSim 7 license. |
| |
 |
The User
Guide and Developer Reference have been rewritten. |
| |
 |
An abbreviated list of new
features can be found on this web site. For a list
of all the new features. see the ExtendSim command Help > What’s
New. |
| *The “legacy” libraries
are: Animation, BPR, Discrete Event, Flow, Generic, Items
(DB), Mfg, QuickBlocks, and SDI Tools. |
 |
Preserving Extend 6 (or earlier)
models and files when upgrading to ExtendSim 7. |
| In addition to its new name,
there are major changes that will affect how you use ExtendSim
now and in the future. |
 |
 |
Before you begin the installation procedure,
backup your old Extend folder and files. |
| |
 |
Install ExtendSim 7 using the Installation
Guide included with the upgrade package. |
| |
 |
If you have created models, custom libraries,
and so forth:
 |
Copy your models to the ExtendSim7 folder. |
 |
Copy your custom libraries to the \Libraries
folder. |
 |
Copy your Include files to \Extensions\Includes. |
 |
Copy your DLLs to \Extensions\DLLs. |
|
| |
 |
You can now uninstall the old Extend application
and files. |
| |
 |
If you decide to instead keep the old Extend
application files, please note that:
 |
Only one instance of ExtendSim/Extend
can run at a time. |
 |
Once you have saved models and libraries
in ExtendSim 7, they cannot be read by
older versions. |
 |
We do not provide technical support for
older versions. |
 |
See the ExtendSim command File > Update
Launch Control (Windows only) to select
which application (ExtendSim or Extend)
will launch when a model or library file
is double-clicked. |
|
 |
Is Extend
6 still available for purchase? |
We can ship Extend 6 to you if you are working with others
who are still using this version. However, you will pay ExtendSim
7 prices. We recommend you purchase a Maintenance
Subscription with your license so you
can get ExtendSim 7 sent to you at no charge when you are ready
to upgrade. Otherwise, you will need to pay the full upgrade
price. This offer is valid only while supplies last.
 |
Share models with non-ExtendSim
users. |
Download the ExtendSim
Demo-Player. The ExtendSim Demo-Player is a limited,
working copy of ExtendSim that allow you to view models built
by others and build small models on our own. You also have
the ability to:
For slightly more functionality, like saving model parameter
changes and printing, consider the ExtendSim
LT-RunTime.
 |
Share models with non-ExtendSim
users and give them the ability to save changes they
make to model parameters. |
 |
Converting
libraries to RunTime format. |
 |
Customizing
the Startup Screen (LT-RunTime version only) |
You may customize an LT-RunTime startup screen with some
personalized text. For example, to add your name and telephone
number so the end user can contact you.
| Customizing the screen |
 |
To customize the startup
screen of an LT-RunTime application that is already installed
on a computer, give the command Library > Tools > RunTime
Startup Screen Editor in the LT-RunTime application. A
window appears asking you to open the “extrsr.rsr” file
that is located in the ExtendSim LT-RunTime folder. When
you open the extrsr.rsr file, a second window appears for
entering the text. You are limited to 5 lines and a total
of 255 characters. |
 |
Delivering custom files to an end
user |
As the developer, it is your responsibility to supply the
end user with the necessary files and sufficient information
to install those files. As appropriate, consider including
the following:
 |
Notes for ExtendSim Model & Library
Developers |
When sharing your ExtendSim models and/or custom libraries
with fellow employees, customers, or others (“end users”),
the end user will either:
| If the end user does not have
the full version of ExtendSim: |
 |
The LT-RunTime and Demo versions
are a perfect solution for end users who do not have the
full version of ExtendSim. End users can either purchase
an ExtendSim LT-RunTime or download the free ExtendSim
Demo from www.simulationdemo.com. You then need to deliver
your models and other files (such as your custom libraries
formatted for RunTime [see below], DLLs, and Includes)
to the end users. If you purchase an LT-RunTime license
for the end user, you may also customize its startup screen
with your contact information. |
Your models
The LT-RunTime and Demo versions do not allow end users to
add, delete, or move blocks in models larger than 75 blocks.
However, these versions do allow end users to make those
changes in small models (75 blocks or less).
For a small model where you don’t want blocks added,
deleted, or moved, give the Model > Lock Model command and
use a password. This will prevent any modification to the model
other than changing dialog values.
Your custom libraries
The LT-RunTime and Demo versions require that your custom libraries
be in RunTime format.
 |
Is the Extend6 Player still
available? |
The functionality of the Extend 6 Player has now been folded
into the ExtendSim 7 Demo-Player. It will read the model into
ExtendSim 7 and allow you to run and make parameter changes
to the model; just like the Extend 6 Player had allowed you
to do. Download the ExtendSim
Demo-Player.
 |
Posting screenshots of ExtendSim
models or blocks on web sites or in printed materials. |
If you use screen shots that contain ExtendSim blocks on your
web site or in any printed matter, please post or footnote
this statement:
 |
ExtendSim blocks copyright © 1987-2010
Imagine That Inc. All rights reserved. |
 |
Use of copyright text
from ExtendSim manuals, web site, or from ExtendSim
Help. |
You must get prior written permission
from Imagine That Inc. before using
any documentation from the ExtendSim manuals, blocks, Help,
or the Imagine That Inc. web site in your documentation.
Once permission is granted, please include this statement:
 |
Portions copyright © 1987-2009 Imagine
That Inc. All rights reserved. |
 |
Copyright regulations for selling/giving
custom-built ExtendSim blocks to others. |
If your blocks use copyrighted information from certain libraries
in the ExtendSim products, your right to sell, give, or otherwise
distribute the blocks you have developed is restricted. In
that case, your blocks may only be sold, given away, or distributed
to a recipient who has the same ExtendSim package that you
used to develop your blocks. For more information, see the
copyright notices at the front of the ExtendSim
User Guide.
 |
 |
 |
Animating the simultaneous
movement of items. |
Showing simultaneous movement requires the use of a Transport
and/or Convey Item block. To animate the simultaneous movement
of items through a model, follow these steps:
| 1 |
Place a Transport or Convey Item block at the point in
the model where you want a transit time. A transit
time is required to show simultaneous movement, otherwise
the movement would have no duration. |
| 2 |
Open the block's dialog. On the Transport Animation tab
of the Transport and/or Convey Item block, check the "2D
animation shows simultaneous movement" option. Tip:
Use the Find and Replace block from the Utilities library
to change all of the blocks at once. |
| 3 |
Select "in a straight line" or "along
connections"
for the movement. |
| 4 |
Turn off "Add Connection Line Animation" from
the Run menu. |
 |
Turning arrivals on
and off for certain Create blocks in a model. |
Connect a Switch block from the Utilities library to the "Q" (Item
Quantity) input connector on the Create block. If the Switch
is On, a quantity of 1 is sent to the Create block and an item
is created. When the Switch is Off, a quantity of 0 is sent
to the Create block and no item is created.
 |
Database usage with the
Optimizer. |
Use a Write block (Value Library) as an interface between
the Database and the Optimizer. Follow these steps:
| 1 |
In a Write block, select the Database and table with
the variables for the Optimizer. |
| 2 |
Drag the clone of the preview table from the Write block
to the Optimizer once per variable in the Optimizer. |
| 3 |
Set the row and column in the Optimizer for the table.
Remember that these are 0 based references (the first row
and column are numbered 0). |
When the Optimizer changes the variables, they will automatically
be changed in the Database.
 |
How does event scheduling in ExtendSim differ from other
simulation tools? |
 |
Does ExtendSim use a push or pull to move the items through
the model? |
ExtendSim uses both a push and pull mechanism to propel the
items through the model. Residence blocks (residence blocks
are any block that can hold an item for a non-zero amount of
time) attempt to pull items in until it is full or until there
are no more items to pull in. Then the residence blocks will
try to push items out until there are no items left or the
downstream path is blocked. In some cases, the residence block
will hold the item for a specific time delay before attempting
to push the item out.
 |
What happens to an item when it tries to enter a busy
activity and there is no queue (buffer) before the activity? |
The item waits in the last upstream residence block. Residence
blocks are any block that can hold an item for a non-zero amount
of time. Examples include queues, activities, resource blocks,
and some decision blocks. If the last residence block is a
generator type block, the item will be held until a new item
is created or the activity pulls the item. This is the only
time that an item will be destroyed if there is downstream
capacity.
 |
In a discrete event model, can I control the order that
time ties (two or more events occurring at the same time)
are processed? |
 |
Control the running of a simulation
from outside ExtendSim via the OLE or DDE Execute functionality. |
| 1 |
Are there any caveats to how I
can use the RunSimulation, PauseSim, and ResumeSimulation
functions? |
| |
These functions are not recommended for use via OLE automation
or DDE Execute messages at all. These functions were developed
before the External Scripting functionality was fully developed,
and they do not work as well in this context as the ExecuteMenuCommand
function. This function acts exactly as if you have selected
the specified command from the menu bar and will perform
better with the external control methods. The ExecuteMenuCommand
function takes one argument, the command number. These
numbers are defined in the Programmer Reference. |
| 2 |
Should I do things differently
if I am running a simulation that basically finishes
instantly versus running a simulation that will run for
longer which I want to control interactively? |
| |
There is a difference is in how you should set up
your code in these two cases.
If the simulation is going to complete instantly and/or
you are not interested in sending other commands to ExtendSim
while the simulation is running, you can just send the
executeMenuCommand(6000) to ExtendSim without a worry.
If, however, you are interested in running a longer
simulation, and you want to be able to pause and resume
it or get data while the simulation is running, you should
use the IPCServerAsync(TRUE); function. This function
specifies to ExtendSim that the following Execute control
action should execute asynchronously, not synchronously.
A synchronously executed instruction will execute immediately
and the application that sent the command will wait for
the instruction to complete before it continues its execution.
An async command, on the other hand, will return immediately
allowing the application to continue on with other things
while the simulation runs. The sequence of instructions
you should execute in this case would be as follows:
| 1. |
IPCServerAsync(TRUE); |
| 2. |
ExecuteMenuCommand(6000); |
| 3. |
IPCServerAsync(FALSE); |
These should be sent as three different execute messages.
It is important to send the final IPCServerAsync(FALSE)
and not to send any other Async messages while the simulation
is running, as ExtendSim doesn't allow multiple asynchronous
messages to be processed simultaneously. |
 |
When I change the structure of my
block, what happens to the data in the existing blocks
in my model? |
If you add new dialog items or static variables, they will
need to be initialized. The easiest way to do this is in the
on openModel message handler. This is called whenever a model
is loaded. If you delete or change the dimensions of dialog
items or static variables the data in the existing blocks may
not match up correctly with the data in the existing blocks.
To avoid this, delete the existing blocks and re-add them to
the model. You can also use the "hide"
feature to hide the dialog item. You should do this if your
blocks are being used in models where it would be inconvenient
to replace each instance of the blocks.
 |
I'm running Extend 6 under Macintosh OS 9.x and having
trouble activating model worksheets. What shall I do? |
You may need to update your copy of Carbon Lib, an extension
allowing OS X applications to function properly under OS 9.
You can update Carbon Lib by using Software Update under your
Apple menu.
 |
Technical support
policy. |
Access to technical support is provided to all registered
users at no charge for the first 60 days after purchase. Upgrades
to new versions are fee-based unless you opt for the Maintenance
Subscription.
 |
Running multiple versions
of ExtendSim on one computer. When trying to open
a particular model by double-clicking on it, the wrong
version of ExtendSim opens. |
If you have multiple ExtendSim licenses on your computer
(for example the Demo and full version), it is generally better
to open the ExtendSim license you want to use first, then
open the model. If you double-click on a model to open the
application, it will open the last ExtendSim license installed.
 |
Finding the version number
of the library being used. |
 |
 |
Open the ExtendSim library. |
 |
 |
From the hierarchical library name menu, select "Open
Library Window". |
| |
|
Or open the library in the Navigator window |
 |
 |
The library version number is in the upper left corner
of the library window. |
 |
I upgraded my ExtendSim Network client
installation to 7.0.2a (or newer). Now, I can no longer
check out a license from my ExtendSim Network license.
What is going on? |
 |
When I try to launch ExtendSim, I receive an error message
relating to QuickTime. What shall I do? |
If you receive an error message regarding QuickTime as you
attempt to launch ExtendSim, there is an older version of QuickTime
installed on your machine. Either
update to the latest
QuickTime release or uninstall QuickTime
to get ExtendSim to launch properly.
 |
Importing objects for use
in the ExtendSim 3D Window. |
The ExtendSim 3D environment accepts 3D objects in DTS format.
Several common editors that support exporting a DTS object
(with an added plug-in) are Milkshape, 3ds
Max, and Maya.
If the 3D editor you are using to edit your existing objects
does not have a DTS exporter, you will need to import the objects
into an editor that does. Once you have the objects in a editor
that supports exporting a DTS object, you can modify them for
use in ExtendSim.
For more information, see How do I create
a new object for use in the ExtendSim 3D Window?
 |
Creating new objects for
use in the ExtendSim 3D Window. |
The ability to construct 3D objects is not built into ExtendSim. To
build a new object for use with the ExtendSim 3D window:
 |
The ExtendSim 3D environment accepts 3D objects in DTS
format. Use a 3D object editor that supports exporting
objects in the DTS format. Most editors do not have
a native DTS format ability, so this will involve adding
an exporter plug-in to the editor. Several common editors
that support exporting a DTS object (with an added plug-in)
are Milkshape, 3ds
Max, and Maya. |
 |
Create the object in the editor. While designing the
object, keep in mind different types of objects have different
requirements. For example,
an ExtendItem (an item that travels from block to block)
should have a mount point on the top and bottom. To learn
more about requirements for DTS objects, see the ExtendSim
Developer Reference. |
 |
Export the object from the editor to a DTS file. DTS
objects have certain requirements. As an example, all DTS
objects used by the GarageGames Torque
engine require a bounding box.
The exporter plug-in will, in some cases, provide the ability
to add a bouding box automatically. |
 |
Add the exported DTS file and associated texture files
it requires into ExtendSim. Information about adding an
object to the ExtendSim extensions folder is available
in the ExtendSim Developer
Reference. |
This is a simplified description, as each of these steps is
potentially complex, but complete otherwise.
For more tips on creating 3D objects, consider Creating
Game Art for 3D Engines
(written by Brad Strong, published by
Charles River Media). It
covers the use of 3DS Max to build objects for the Torque engine
(the engine the ExtendSim 3D window is based on).
Feel free to contact ExtendSim
Technical Support for
questions about this process.
 |
Reference books for creating 3D animation |
?There are several books that could be quite useful if you
want to learn more about the Torque Game Engine, how to modify
the ExtendSim 3D (E3D) window, or how to add components or
behavior to the ExtendSim 3D functionality.
The ExtendSim User Guide and
Developer Reference contain a
lot of information about the E3D environment. We suggest you
look there first.
If you are trying to do customization of behaviors or events
in the E3D window that are beyond the scope of the material
in the User Guide and Developer Reference, we suggest:
 |
Creating Game Art for 3D Engines. Brad Strong. Charles
River Media.
This book is a description and a tutorial
for building objects for use with the Torque (E3D)
engine. It uses the 3DS
Max software package as the
design software. |
 |
The Game Programmer's Guide to Torque. Edward
F. Maurina III. GG Press.
A guide to the Torque
Game Engine (TGE). |
 |
3D Game Programming All In One. Kenneth C. Finney. Premier
Press.
Another guide to the Torque
Game Engine (TGE). |
 |
Notes on making a 3D object ready for
export as a DTS object for use with ExtendSim. |
These notes are a series of observations
about the process of creating a DTS object for use with ExtendSim.
It is not a tutorial or step by step procedure for doing this.
Note these observations are based on using 3DS Max and may
have some assumptions or information as a result of that.
 |
As much as possible, the object should be moved to be
centered at 0, 0 in the XY coordinate system and should
have its base at 0 on the Z axis. Do not put the object
in one of the corners. |
 |
Object scaling is a big and important question.
By default, the object may need to
be scaled. One
option for scaling the object is to select all parts
of the object and use the scaling tools in the 3D object
application to uniformly scale the object larger or smaller.
This is a convenient solution for the case where the exported
object appears okay, but is either too large or too small
in the ExtendSim environment. |
 |
After moving or scaling your model, you may need to reset
the transforms. This makes sure that each
part of the model is correctly tagged internally with
its
location and scaling information. A slightly complex
method for doing this that works cleanly and has the
added benefit of combining multiple parts of the model
(which is helpful if there is no reason to separate them
in the DTS model), is described below as the Box
Trick. |
 |
The names of nodes or bones need to conform to certain
rules. The
rules require a specific layout of the node hierarchy and
that some node names follow certain naming conventions. GarageGames.com
DTS
Exporter Reference is a document that covers in great
detail how everything works, plus has some extra goodies
to help you solve some of the more complex problems you
may encounter with the engine and DTS export tools. |
 |
Node names need to be unique (which is not a requirement
for all 3D modeling environments, so this may not be the
case in your model). Node names of mesh components
require the detail level number to be the last character
in its name (as described in GarageGames.com
DTS
Exporter Reference) so you
cannot just add 1, 2, 3 etc. to the end of the existing
names to make them unique. |
 |
A DTS object requires a bounding box. This is a
box around the outside of an object that defines the shape
within the engine. The box must be called bounds.
The orientation of the bounding box defines the orientation
of the final object. The box should completely enclose
the shape at all points. Depending on which DTS exporter
you are using, there may be a facility for creating the
box from within the exporter. |
 |
JPG or PNG textures that are associated with the object
will need to be included with the final DTS object. Please
note that if these texture files are not a power of 2 on
each side, (ie. the number of pixels across each of the
sides is not one of 2, 4, 8, 16, 32, 128, 256, 512, …)
the texture file will need to be modified to meet this
criteria. This modification can be done by clipping
or stretching the file. Which of these methods you
choose to use depends on how the texture is
mapped to the object. (The simplest thing to do is
to try both and see how the object appears in the ExtendSim
3D window.) Note
that the texture does not need to be square, (ie. the
number of pixels in width does not need to match the number
of pixels in height) but each side needs to be a power
of two in dimension. |
 |
Don’t forget to add nodes that are specific to
ExtendSim and/or the Torque
Engine. Specifically
the most common nodes you will want to add are a mountPoint
at the bottom of the object and a mount0 node at the top. |
Note the following text is from the GarageGames.com website:
 |
Resetting Transforms: "The Box Trick"
There
is a foolproof way to reset the transform of a mesh in
3DSMAX. Most of the built in methods for resetting the
transform are not as clean doing "The box trick".
When you have moved, rotated, or scaled your model you
will need to use this trick to cleanse its transform information.
This
method is preferred over the reset x-form function in
MAX. Reset x-form does it's work by sticking a modifier
in the 3DSMAX modifier stack. This adds additional data
that must be interpreted by 3DSMAX in order to output
the correct data, and it is not always correct or accurate.
It works, but it has proved problematic in the past on
certain shapes. |
| |
Procedure 8.14. The "Box Trick" |
| |
 |
Create a simple box shape. |
 |
Align this box with the origin of the bounding box. |
 |
Convert the box to an editable mesh. |
 |
With the box selected, go into the modifier panel
and click the "attach" button. Select the
character mesh to be attached to the box. The character
should now be a part of Box01. (If
you have more then one mesh that you would like to
be a single piece in the final DTS, attach them all,
one by one.) |
 |
To remove the extra box geometry hanging around,
choose "Select by Element". Select the box
shape then delete it. |
 |
Rename your character mesh so that it conforms to
the export parameters (detail number,
etc.) |
|
| |
Your character mesh has a brand new transform, identical
to that of the box when it was attached. |
 |
The ExtendSim 3D environment accepts 3D objects in DTS
format. Use a 3D object editor that supports exporting
objects in the DTS format. Most editors do not have a native
DTS format ability, so this will involve adding an exporter
plug-in to the editor. Several common editors that support
exporting a DTS object (with an added plug-in) are Milkshape, 3ds
Max, and Maya. |
 |
Create the object in the editor. While designing the
object, keep in mind different types of objects have different
requirements. For example, an ExtendItem (an item that
travels from block to block) should have a mount point
on the top and bottom. To learn more about requirements
for DTS objects, see the ExtendSim
Developer Reference. |
 |
Export the object from the editor to a DTS file. DTS
objects have certain requirements. As an example, all DTS
objects used by the GarageGames Torque engine
require a bounding box. The exporter plug-in will, in some
cases, provide the ability to add a bouding box automatically. |
 |
Add the exported DTS file and associated texture files
it requires into ExtendSim. Information about adding an
object to the ExtendSim extensions folder is available
in the ExtendSim Developer
Reference. |
Feel free to contact ExtendSim
Technical Support for
questions about this process.
 |
 |
 |
Running Excel macros from ExtendSim
can cause mysterious crash. |
We have discovered a potential problem when running Excel
macros from ExtendSim using OLE/COM if the Google Desktop add-in
is installed and active in Excel. During the running of the
macro, the following Microsoft Visual basic error can occur:

Run-time error '-2147417848 (80010108)';
Automation error
The object invoked has disconnected from its clients.

To fix this problem, make the Google Desktop add-in inactive
in Excel. To do this:
 |
Go to Excel Options > Add-Ins > Manage |
 |
Select "COM add-ins" |
 |
Click the "Go" button |
 |
Uncheck the Google Desktop add-in |
We have contacted Google to notify them of this incompatibility.
Feel free to contact ExtendSim
Technical Support for questions about this process.
|
 |
 |
 |
 |
 |
 |
|