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Marleys Ghost

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Everything posted by Marleys Ghost

  1. Well nothing much to report, that does not mean nothing much has been going though I have decided that as and when I make an emitter for a specific purpose, I will now create its own editor entity to save time by not having to create the exact same settings over and over. Also not every setting available needs to be adjusted so I will now re-write the properties to reflect what they effect and remove the ones not requiring adjusting for a particular effect and simply hard code them into the script. This sort of came about when thinking about trying to get weather effects into the editor and eventually into an app. This is one I did for snow. It's a simple emitter used to create a localised snow effect in the Leadwerks Editor, using a custom .dds file for the snow flake created in Paint.NET
  2. object.fire:SetVelocity(Vec3(0,0.5,0),Vec3(0,0.05,0)) what are you trying to do here ? velocity is a Vec3 the above might act as x,y,z so you have direction in X and Y when you probably only want direction in the +y ..
  3. Dont forget to email Josh to get your group changed so you can access the rest of the forum. Maybe its your material files?
  4. hey that looks just like my sofa .. only cleaner it all looks great BP
  5. The editor by default has bloom and HDR turned on have you tried turning them off to see if it makes difference?
  6. I did a test for myself but I couldn't be sure if there was something screwy going on or not to take any notice of the results.
  7. Starting with the four files. HUD.x ammo_D2.dds gun_D2.dds hand_D2.dds First convert the .dds files to DXT5 and generate mipmaps (I use MS DirectX Texture Tool) Next open the HUD.x in UU3D Right click the perspective window Select Modifiers > scene > scale to Set to 2.0 and click ok Right click the perspective window again Select Modifiers > scene > move check absolute click centre close the dialogue box Expand the materials in the far right window handtex ------------------------------------> hand_D2.dds Material__573_guntexSub0 ------------> gun_D2.DDS Material__573_01_-_DefaultSub1 ------> ammo_D2.DDS assign these textures to the correct material Right click on the material select properties > map tab > diffuse set to map Click the diffuse maps property to change the assigned map. Save as .gmf ( making sure to export bones and animations ) create the three .mat files hand_D2.mat texture0="abstract::hand_D2.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" gun_D2.mat texture0="abstract::gun_D2.DDS" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" ammo_D2.mat texture0="abstract::ammo_D2.DDS" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert",""
  8. Hang on and I will post what steps I did I scaled it and centred it in UU3D the lua file only animated it for "checking" The POV in the pic was just the camera being moved to that view
  9. There is still the possibility that the model itself is at fault and UU3D is not importing it correctly. Which model from which pack is it?
  10. check the texture maps are assigned to the materials in UU3D .. right click on them select properties .. maps .. check a bitmaps assigned to the diffuse then check its properties to see what bitmap .. to scale try scale scene with a value of 2.000000 (scale to under modifiers / scene / ) make sure you have all the textures (.dds) and .mats and the HUD.gmf in the same folder.
  11. From your picture you have 3 surfaces and therefore 3 materials but you seem to be trying to assign things from 1 .mat You need 3 .mat files one each for the individual textures: hand_D2.mat texture0="abstract::hand_D2.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" gun_D2.mat texture0="abstract::gun_D2.DDS" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" ammo_D2.mat texture0="abstract::ammo_D2.DDS" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" Make sure the 3 .dds files have mipmaps and are the correct format (use DXT5).
  12. So where's the piccy then ? Couldn't you model flowers in a pot and we shower you with chairs?
  13. See you just needed a little prod lol <mary poppins .. gets em everytime >
  14. I wonder which part of "It was clearly phrased as a Question" is incorrect or being disagreeable? The question was quite clear as was your reply. So I am not really sure why you insist this is "Being disagreeable, just for the sake of argument".
  15. yep I really liked death but it was still a little too "mary poppins" for me ..
  16. Drums 1200+ Guitars 700+ Synthesizers 1000+ Strings 600+ Bass 900+ Vocals 700+ FX 100+ Brass 400+ Keys 400+ Well Dont forget my Thrash!!!
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