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Old 12-01-15, 02:31 PM   #3236
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Quote:
Originally Posted by vdr1981 View Post
Search lights work on both gr2 and dat bunkers , no problems there.., You just need to be somewhat closer to the bunker. Dont ask me why, it's SH AI...
Okay

BTW I discovered why sandbags and ammo boxes didn't show up in game. Only the name of meshes which are bound to the root bone of a model can be linked through eqp file. Unfortunately most stock GR2 files have their meshes bound to a child bones of the root bone, and the bone binding feature of GR2 Editor doesn't seem to work; on the other side, all the GR2 files I have found so far with meshes bound to the main bone have some sort of limitations. This is not a big problem for our current purposes,we can just switch to using the name of the root node in eqp file, but it can be a major obstacle when modelling stuff which needs a collision detection. I bet that was the problem with Targor's naval mine refusing to explode after being imported in a GR2 file

Anyway: our bunker got sandbags and boxes now:







One a side note, I think bunker and crates need their materials/textures touched up: the way they are now they look a bit too shiny under the moonligh. In short I will upload a patch fixing all the issues above
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