Jointing is easier than you think.. in your tbm file, near the bottom, just write:
env_obj_joint 1 1 2
pos 0.00 0.00 0.00
axis 1 0 0
range 0.00 0.00
visible 1
env_obj_joint 1 1 2 (the first number is the number of the joint, so you next joint would be 2, and the second and third number are the objects you want to join, in this case 1 and 2 but this is just for the sake of this guide)
pos 0.00 0.00 0.00 (the position of the joint in x,y,z)
axis 1 0 0 (what axis you want the joint to rotate around; x,y,z if all are set to 0 I think it chooses x by default, this isn't coordinates but controlled either on or off)
range 0.00 0.00 (the range.. if you want the rotating of the joint to stop at some point you'll use this)
visible 1 (This is to see your joint. When you're done and satisfied with it you can set this to 0 but if you're working on the joint it's useful to have this set to 1)
A joint has no density.. i.e. it's not a solid you can think of it as almost non-existent except for the purpose of joining 2 objects, so you place it in-between 2 objects you want to join. (done with math..) Usually what I do is take the size of 1 object, and then divide that by 2 (to get half of the size of the object) and subtract it (or add depending on the objects position) from the object's position (x y or z depending on the side's measurement I used) to get the exact point of the beginning or end of the object, and incidentally if you're good in worldbuilder it should be the end/beginning of the next object also thus completing the joint.
This will probably explain it better...
http://wiki.toribash.com/index.php?t...ronment_Joints
the hardest part imo is the range because I have no idea what unit of measurement it's based on.. so just play around with it or if you've played a mod and like the range of something in particular you could always just open up that mod and take the range..