yes in normal/tex with the other ,
in goblin all is ok :up: idem in editor :yeah: but return to desktop in game :shifty: and same error as you "this instance doesn't have a name" |
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http://www.subsim.com/radioroom/pict...pictureid=5431 Everything works :yeah: There's your new texture being rendered in game! |
can you send me ,your CT room. gr2 ?
edit : you say it is the .sim ! and not the .gr2 ? |
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Here you go (GR2): http://www.mediafire.com/?1fqphw143r6gv1y |
:salute: Thank
I must see what i have make in the .sim :hmmm: , (adding swicht,and wheel function) ,i have try without and all work great :rock: |
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You now have me curious if we can define new texture folders or not. I'm going to try what you originally had for the texture folder and see if it works or not :hmmm:
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ok, thanks. I know its the priority, but I figured I'd check in. :) |
While doing the test I mentioned for BIGREG I found some errors in the current test version: if the texture cannot be found and you try to view it via the meshes treeview or materials treeview you will get an unhandled exception null reference error. I have fixed this and will be uploading a new test version here soon :up:
I'm also going to make a change in the tooltips for the textures. I'm going to have it also show the FromFileName entry for the Textures as defined in the GR2 file. This will show the path to the texture as read from the GR2 file. |
@BIGREG - test I mentioned failed. The paths to the textures I mentioned some posts above are the only places textures can be located. I think I see why you're getting that error with your .sim file:
http://www.subsim.com/radioroom/pict...pictureid=5433 The name property is blank for the InteractiveObject. There has to be a name there (but I'm certain it can't be just any name - that name has to be defined somewhere) Texture path tooltips have been revised. The first entry 'Path: x' shows the path that the app found the texture at. The app first tries to find the texture in the units folder, if that fails then it checks \data\Textures\TNormal\tex, if that fails then it checks \data\Textures\TLowRes\tex, if that fails it sets the texture to not found (null). The second entry 'GR2 texture path: x' shows the path to the texture as read from the GR2 file: http://www.subsim.com/radioroom/pict...pictureid=5432 Fixed null reference exception error posted earlier. test version 1.1.94.0 available here: http://www.mediafire.com/?nyfz9b45v36ftp4 Now I work on giving you the ability to edit the material names :|\\ |
test version 1.1.95.0 available here: http://www.mediafire.com/?eic0uyecbuxuo15
when making the AI sub crew mod I found that I had inhibited you from creating duplicate bones if they start with LNK@. This limitation has been removed and you can now create duplicate bones as long as they start with LNK@ (these are special entries to the game engine) :|\\ |
:salute: Bonjour TDW
I get try the new version :03: |
Starting with v1.1.97.0 you can change bone and skeleton names:
http://www.subsim.com/radioroom/pict...pictureid=5438 Going to add ability to change model, mesh, and material names then a new test version will be released :DL |
Ability to change mesh names is now available:
http://www.subsim.com/radioroom/pict...pictureid=5439 That dialog box will appear anytime you change a mesh, bone, skeleton, model, or material name if the name change affects more than one object (the current object being edited plus another). This lets you see the impact of your name change. Why does this happen you may ask? The Granny system HATES to duplicate things. Whenever the original exporter that made the file encountered a duplicate item it would just point the item to the existing item. That is why changing one name could impact many others. |
You can now change the material names:
http://www.subsim.com/radioroom/pict...pictureid=5440 test version 1.1.98.0 available here: http://www.mediafire.com/?b5c1u0lqvf2cj4a Added ability to change bone, skeleton, mesh, and material names I'll work on the model and cloning of bones tomorrow :|\\ |
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