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Posts posted by omid3098
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thanks.. is that because of calculation in CPU?
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thanks.. and what do you think about using script?
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just want to know which way use less process? if possibble with little describtion..
- Floating a boat using waterplane physics.
- Floating a boat using keyframe animation and disable waterplane physics.
- Floating a boat using lines of script and again disable waterplane physics.
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thank before
- Floating a boat using waterplane physics.
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I treid this one: Flatiron
Unwrapps and bakes the lights in your scene. You would have to export each model as an individual one with own texture or have a .lua with a switch to display your secondary mapping-id with the lightmap in it.
Battlefield2 used this. UV-CHannel 9 was reserved for the object lightmap.
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or without flatiron, same process just using render to texture
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you can copy your model really simple in editor by holding CTRL key and dragging..
- drag your model into yout scene..
- hold CTRL and move model to create an instance of it
- Right click on models class and choose select all.
- hold ctrl and move them for more instances
- repeate this as much as you need..
I think this is easy enough to create more instance of a models..
- drag your model into yout scene..
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5-10-9
will these models be available on GMF format? or we will have their source with animation(eg. fbx version)?
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your right Aggor.
Pivot points are placed in back rear of each drawer. but they exported without reseting transform. so you can place them with correct offset.
If I export them with reset transform, you have to place them one by one in their correct position.
I don't know if this type is right, but as Josh did not report anything I thought it's correct.
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great job!
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those terrain tools are not available anymore.
if you want a real terrain, you have to make in external app and import it into editor..
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new colors looks like years between 1960-1980, not 2010!
I prefer the old one..
thanks
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ok, do your best
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yes, it seems as you said.. thanks again..
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Thanks macklebee and Lumooja.
and another question is "how to create links like tunnel nodes?"
those tunnel nodes in second picture are all visible in link index "0"..
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any updates on this?
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I want to link these AI nodes:
first click and drag from node01 to node02.
link 0 creates.
now I want to create another link from node01 to node03. (more than one target for an entity)
but previous link will be delete and new link0 will be create between node01 and node03
there is same nodes in tunnle.sbx as you can see in this picture:
but I couldn't do like this by myself..
well.. is there any suggestions?
thanks before
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Sorry, double post
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thank you Alex ;)it is really painful to export model by your exporter, export model as OBJ, use PhyGen to generate phy and use then GMF model.
now we just need to "Export as GMF" !!!
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LOL!! your models looks better than mine!
it seems something is wrong..
I have 3 kind of trees. one of them will not paint with vegetation system, and other two will.
I'm sure thats not because of materials..
there should be something else..
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let me check with my models..
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- pivot points placed in back rear of each drawer.
- desk pivot point placed in same "Y" as drawers.
- re-create physics for drawers and desk mesh.
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sometimes there will be some strange errors, you should try other available ways, and if you got them working, you can report broken ways.
- first try to save your texture as dds, befor exporting
- try to exort as OBJ and use OBJ2GMF
- try to change ArBuZ exporter options before export
- mmm... I can't find other ways to export!
- first try to save your texture as dds, befor exporting
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just add "vegetation_" at start of your model`s name.
like: "vegetation_yourmodel.gmf"
"vegetation_yourmodelLOD1.gmf"
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Very usefull..
Witch - Hunter
in Showcase
Posted
Really good concepts! another big project using leadwerks..
and sorry, if I'm going off the topic