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  1. Hello reepblue and thanks for your feedback. Your script contains for me very interesting solutions which I will consider for my project in the future to create appropriate behaviors for the player. ;)
  2. I know this thread is very old. But since I've only been using Leadwerks for about 95 hours, I concentrated on other things first. But now the time has come when I would like to solve this problem. As a confirmed FPS player, I'd like to point out that the crosshair and bullet impact behavior bothered me right from the start. At the moment I'm still using the @macklebee suggested solution which reminds me a lot of the FPS games of the 90s. I have checked Josh's cross-reference to the game DOOM from 2016, but I would like to point out that this is not the case. The bullet impacts are
  3. Then the temporary solution is to replace the file "fbx2mdl.exe" in the folder "Tools" with the file "fbx2mdl_old.exe". Thank you for your answer. It helped me a lot.
  4. Hello, everybody. I have a small problem with my .fbx models in Leadwerks tree hierarchy. For general understanding. I create most of my models either with the program kHED or Milkshape, whereby I mostly add textures to the models created in Milkshape in kHED. I have the possibility to export .fbx models in kHED, but Leadwerks reports an "Unknown chunk in model file" error during import. Therefore I use Blender. In kHED I save the model as .obj file, import it into Blender and export it as .fbx file. Reading and further processing in Leadwerks is no problem. However, I noticed
  5. Thanks for your support. @mdgunn Yep. The turquoise meshes are not visible when testing the demo "AI and Events.map". @Genebris Thanks for the link. Now I know exactly what they mean. I read the documentation several times when I bought the program, but I forgot some things.
  6. Hello, everybody. Can someone please briefly explain to me what the turquoise coloured elements are good for and how I can use / select / move / delete them? With the lower ones I thought that they could be walkable areas for the AI opponents. I have no explanation for the upper ones. Thanks for the support. .~ Translated with deepl.com ~.
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