why would you only have a model in gmf? nothing out there inherently makes gmf from modeling? though I agree that the tool would be helpful and would cut out the need for saving as OBJ and adding another step to model creation.
or just use those two lines like you have them and then make an INI text file for each of your models standard settings that would be found inside the class script/property dialog:
collisiontype = "1"
mass = "10.0"
etc... etc...
and then if you create a new instance of the object in a new scene it will automatically load these values.
require("scripts/class")
local class=CreateClass(...)
function class:CreateObject(model)
local object=self.super:CreateObject(model)
object.model:SetKey("collisiontype","1")
end
thats what a "clean" install does just install the different versions to other SDK directories... like SDK 2.28 goes into a LESDK2.28 folder, 2.23 goes into a LESDK2.23 folder, etc...
LE Tetris II?
whats the deciding factor for which shadow map a geometry will be stored to? is this something we will have to set ourselves per entity or will it automatically know by PHY or collsiontype?
texture0="abstract::dirt_decal_001_c.dds"
blend=alpha
depthmask=0
zsort=1
overlay=1
this is the entire mat file just like i posted above... i assume you still had a shader reference?
ok i see what you are saying... that looks like another surface ontop of the wall surface... so i assume you could do just like the hydro scene does... it has a number two laying ontop of the concrete wall... the number two material has this:
texture0="abstract::lettering02.dds"
texture1="abstract::lettering02dot3.dds"
blend=alpha
depthmask=0
zsort=1
overlay=1
where its blending and doing the overlay... im not sure about what you want to use on the mapping in your app tho... i would assume that you would just map that texture just like a normal diffuse and not as a opacity map.
well, I assume he has at least one target linked or yes, his script will not work. But your statement above suggested that he needed 7 other targets or the script would not work at all...