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Everything posted by MarkusR
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this part is not stable, the editor exit after ok.
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can u use the "polygon vertex normals" from file? he said normals are in file.
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Hello Josh , today i got answer (in german) from cheetah developer, he said the normals are in the file same i see the model at window. he said his app wrote it as "polygon vertex normals" for each polygon point/edge a normal. he said some engine input only one normal each mesh vertex, means for a cube you read only 6 normals.
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Error Message Output Window "Entity mass must be greater than 0." please output here also the Name of Entity. ahhh, i found its part of the SwingingDoor.lua :-) emm. why did self.entity.GetName() .. did not work?
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my project folder did not have a backup folder. maybe its anywhere on my harddisc?
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ahh, thanks, i see one difference. yesterday for testing i useing a single mesh. then i split it into objects with hirachy. u set the whole house to polymesh i set only the front wall to polymesh (and most of others to box because i think its faster.) thats a bug or a missing feature? :-)
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hello, i need a simple water effect (without scene mirrror). today i try some shader sources from web but nothing work :-( i saw there are some special tags in .shader file beginning with @ for the main shader code. i move my examples here and there but nothing happens. have someone a water.shader file for me please?
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if u edit a 3d model in modeller, and move a object in hirachy up or down, save this for using as asset, the engine reload it but the used models in map have a wrong hirachy, example : i click a front wall but its a side wall. there is something odd in name<>object index, maybe it just need a refresh. the index in tree is ok but the names are old/wrong.
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just ideas/thoughts at auto save option its not clear if it wrote only a backup file or just save the map. at run the map is saved. the * from filename disappear, so i think the maps is overwritten. what if i do some tests in my map? i lost the original file? in my view the autosave save .autosave.map at run save as .beforerun.map or .temp.map at save .map > .backup1...5.map then save .map
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hmm, he delete his sliding door, ok, i can try adding the model again. edit: remove and add again did not solve my problem :-( i attached the file i used.
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today i build a house. i have a front wall with a door (hole). i set the collision to polymesh. this works awhile. now it does not work anymore!? arrrgg. i remember i put the ground floor a littlebit down only. before i can walk inside only there where the door is. someone know a trick? today also i change to beta of leadwerks engine.
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thanks, with this trick it looks good in leadwerks. now i try this building with windows,floors and stairs and inside other texture/color for walls.
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Hello, today i got carrara, a 3d modeller/animator with fbx export for a very cheap price. Carrara 8.5 Pro Bundle offer today -40% http://www.daz3d.com/carrara-8-5-pro +30% OFF on any Purchases Expires: 12/31/2050 Coupon Code: Welcome30 =$128.25
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@Einlander here it is, maybe u have more luck ui, i should save the texture as png, its 8 mb bitmap. edit: my intuition say there are more than one uv set in a file...
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arrrrgggg, today i try a single mesh from shade 13 into engine. (btw change the material scale do nothing.)
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i not want instances or only if i choose instance. i need set the uvs for selected polygons and also set a material by drag and drop. i want select a part and inside the part i want set the material i need. the shade 3d editor did not export the boolean results. cheetah 3d do boolean only for two objects and then u need group next 2 objects^^ i need a house with walls,windows,doors as part of my level / map. my idea was to made a set of parts and then put it together like LEGO. i thinks its the best solution yet also for the physics system. i will try edit the uvs in cheetah and using there two textures for front and back side of the wall. why there are always obstacles in the way? @elnlander yes, u said model instances are the wrong way. optional instances are ok.
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You mean Select Surface? Its same Select Face from Toolbar. Did both not work.
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Today i made building parts and want set uv scale and or change material in leadwerks editor but can not select the surface or his polygons normal at click this face get red as selected.
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recalculate normals help, i can use as workaround :-) thanks for this hint. got a complex model looking good.
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here the project. i can reproduce every time. after u see the start map, select the right object from top. resize to the right, messages should appear, click ok, and then the exception should come. https://drive.google.com/file/d/0B942ivL2fTGcSVZXR3p3QXVjZEk/view?usp=sharing
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ok, i will write the cheetah author. often it happens if the vertices shared a face and the normal is saved at a vertex point, thats wrong. a normal belongs a surface. the texture image should be inside fbx file. it was a math texture, should be baked as texture file inside fbx.
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emm, ok plan b, i try prepare a map and zip this project.
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hmm,ok, did u use the steam version 3.3? or beta?
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ok here. but there is also a demo of it for download. the Untitled file is shade 13.