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Yue

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Everything posted by Yue

  1. It's definitely a texture problem, it's not correctly sized for the skybox, here I've created a terragen skybox and it works very well.It's definitely a texture problem, it's not correctly sized for the skybox, here I've created a terragen skybox and it works very well.
  2. Yue

    Pawn

    fragMOTION - C__Users_Yue_Downloads_91663_Abandoned_Robot_Abandoned Robot.ugh 08_04_2019 20_25_01.mp4 Animation Init Jump
  3. Yue

    Pawn

    Animation Running ?‍♂️ fragMOTION - C__Users_Yue_Downloads_91663_Abandoned_Robot_Abandoned Robot.ugh 08_04_2019 18_27_06.mp4 ?‍♂️
  4. My experience making custom skies is based on blitz3d, where the textures when loaded had the option to set a flag that was the number 49. With this was solved, can be something similar?
  5. One hypothesis is that it doesn't load because of the way fragmotion exports animations? In other mesh modelers, the fbx format is exported with its animations in a single row, that is, I can create 5 animations, but the model goes from frames 1 of the first animation to 250 of the fifth animation. In that case fragmotion starts all those animations and delivers them to me with five labels assigned to each animation. Translated with www.DeepL.com/Translator
  6. I'm going to add something, I'm using the fbx format converter to change from version 6.0 to 7.0, in my conversion it's possible that the texture is embedded in the material. And although it hasn't been a success to import it into leadwerks, if you can import the textures into a separate file. https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives
  7. To confirm, all tests imply that the 6.0 fbx format is correctly exported with the leadwerks tool, only if it is imported to the engine without assigned bones, if I put a bone in the mesh, the program is blocked.
  8. This is my zoom prospectus. But the truth is I don't know how you're doing it, the doubt that remains is if the fog affects the visualization or something like that. TEMP 07_04_2019 12_25_07.mp4
  9. Prueba Zoom.mp4 My test zoom. Move Camera to enemy.
  10. If the problem is the fbx version, however when I export the same version 6.0 from MilkShape it can be loaded to leadwerks 4.6 with its assigned skeleton. The case is that the model is originally made in blender and I make the animations with fragmotion, because I keep all the animations in the model not in a single sequence of frames, if not each animation separated by a respective name. I guess it's nothing serious about the importer, something that might have a solution.
  11. The only thing that occurs to me is to change the zoom system, a possible solution is to really bring the camera closer to the lens, this would only involve showing the content of the camera and not where the player really stands.
  12. kuznec2NotBones.fbx Here's the mesh without bones. It loads well in leadwerks, although it is very small and it is necessary to increase the size to make it visible.
  13. I have discovered something, for what it's worth, the model as such without bones if it is exported to Leadwerks without problem, then the problem is when the bones are assigned to the mesh and the converter is blocked.
  14. The model can be loaded correctly in Blender, however I do not understand why it does not work.
  15. I'm using Fragmotion, when I try to import it directly with the tool in leadwerks, the program stops working. If I try this with the old tool, which is in the same directory, if it works correctly.
  16. How did you fix it? I have to put animations here but it doesn't work for me to import it into leadwerks.
  17. self.meshCloting:SetPosition( self.player.GetPosition()) self.meshCloting:SetRotation( self.player.GetRotation()) ???
  18. A small request, I would like a search box, or the best method to find brushes or entities.
  19. Yue

    Pawn

    If I think the same, I'm just trying different options, I think it will be orange but without the clouds.
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