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Marleys Ghost

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Everything posted by Marleys Ghost

  1. The FPSC packs normally have a HUD.x version of the weapon which is the weapon and hands as one assembly/animation unit, you could try converting to .gmf, I did that for the MP5 in this clip. I should imagine it would possible to use the whole assembly like this in Gamelib?
  2. Really?? M'Kay... I just wonder how many threads/posts of complaint there would be now if we didn't have a vegetation layer system of any kind currently.
  3. would it have been better to have No layers while waiting for the implementation of collisions on layers?
  4. Grass? other vegetation that requires no collision? areas you wont be walking (strictly cosmetic) ? but it will be nice to have collisions on trees in a veg layer ( trees and rocks and ...)
  5. I thought this was a pretty standard technique? I have been using it on fishing nets, flags, cloth canopies or basically anything that needed "ruffling"
  6. Maybe Josh can shed some light on that but stuff I have needs the command.bmx include from the framework .. or my app yells at me
  7. All I am aware of is: http://leadwerks.com/werkspace/index.php?/topic/578-blitzmax-lua-framework/page__view__findpost__p__5086
  8. Dynaked lighting? Great idea, nice one Josh
  9. no errors in the log file? if your abstract path is to the appdir have you copied over the entities folder? sorry just throwing things out there really.
  10. have you got the scripts folder copied to your appdir?
  11. but your Q was "if you place with the vegetation tool"
  12. I dont recall veg layers ever having collisions .. so not sure if it did get broke to be put back in ..
  13. As pointed out "Collision is not currently supported on objects placed using the Vegetation Layer function"
  14. yep as expected ... and he wanted a raise !! lol
  15. just move the files you want to another directory for storage BEFORE doing a clean install.
  16. ah .. thought it was a trick question
  17. 0 - solid (default) 1 - alpha 2 - light 3 - shade 4 - mod2x
  18. Try adding castshadows here for the light_directional.gmf: "aligntoground"="0" "castshadows"="1" "class"="Model" "collisiontype"="0"
  19. let me rephrase - The windmill uses the old Lua script and as far as I know The windmill model is no longer in the SDK DL.
  20. The windmill uses the old Lua script and as far as I know is no longer in the SDK DL.
  21. Same here, if I have to do any work in Blender then I use this setting for a cylinder as a pseudo oildrum.
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