EDIT: Maybe, the others are right, and I simply didn't had such situation for a too long time to give a valuable suggestion
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The entities are simply rendered depending the position of their _origin_.
I guess the ring's origin is in front of that of the planet and behind the origin of the moon.
The solution for the issue of the ring depends on its purpose.
If it belongs always to the planet and it doesn't rotate independently against the planet than merge both models in MED.
If it is bound to the planet but rotates independently then add bones for animating the ring with one of the bones instructions.
If it is sort of independently relating the planet then I would seperate the ring into at least 4 pieces that I place with the vec instructions.
ENTITY* planet
ENTITY* ring1
ENTITY* ring2
ENTITY* ring3
ENTITY* ring4
VECTOR temp;
vec_set(temp, planet.pan);//copy the angle of the planet to use it to place the ring parts around it
temp.x += 0;//add an angle(don't be irritated by x instead of pan); 0 for ring1, 90 for ring2, 180 for ring3, 270 for ring3
vec_for_ang(temp, temp);//translate the angle to a vector
vec_scale(temp, dist to planet);//multiply by the dist to the planet, you have to figure out the distance to connect the parts seamlessly
vec_add(temp, planet.x);//add this vector to the position of the planet
vec_set(ring1, temp);//hand over the position to the related part of the rings
Disclaimer: I didn't test it, test and compare each part of the code with the explanations of the manual on your own to assure that it works the way it should. This is just to give you an idea.
Last edited by Pappenheimer; 05/22/11 11:07.