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
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 ..
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",""
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
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.
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).
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".