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#1
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Funny that you say that exacly when I'm trying the Blender pkmdl importers, who ofc, do not work. Well actually they work for some models, at least I saw the tank and the dual heavy mg, but they fail for the vampgun and the bar1918.
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#2
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Yipee, I finally found a way:
1-In [name of the weapon].CWeapon you should have something like: Code:
o.Scale = 0.5 o.Pos = Vector:New(0.4,-0.5,-3) o.Ang = Vector:New(0.15,0.2,0) Code:
o.Scale = a o.Pos = Vector:New(b, c, d) o.Ang = Vector:New(e, f, g) Code:
o.Scale = -a o.Pos = Vector:New(-b, c, d) o.Ang = Vector:New(e+3.14, -f, g) |
#3
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Symmetry problem - round 2: whenever I set a negative scale in a .CWeapon file the weapon turns black as if there were no light at all on it.
I looked through the .lua&.CWeapon files, but I didn't find the definition of that light (I used the vampgun as a test subject). So, does anyone know how to restore the weapons to their normal looks? Or at least can someone explain me why the weapons are turning black? |
#4
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#5
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1-Thanks.
2-I'm working on it, but I've got a busy RL now. 3-...2 sided texture rendering should do it, right? |
#6
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Not even a reference to some light object(s)?
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#7
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Save for the muzzle flash and various firing fx, yes - no lights at all.
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#8
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Ok, I have a few questions:
1-What's the diffrence between 3d mesh and 3d model? 2-What happens if I negate vertex uv coordinates (or rather only u cooridnates)? |
#9
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2. No guess on that one. ![]() |
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