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#11 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
- if it was on me, I would create a new DMG_col bone for each cargo model, with main model's bone set as parent and 'Hide' property set to 1, and without rotation/position data. I would then add the new bones to the bone bindings of their respective mesh. I am not sure that it would work: I haven't ever seen an object using the same mesh as collision model and as visible mesh (as we do for imported dat ships), but given the current limitation of GR2 Editor (i.e. the impossibility to add new meshes to a native file), this is the only way that I can think of. Are you following the same method? - overlapping visible meshes cause flickering in game. I don't know how Goblin renders them. Anyway, since you would be using the same mesh as visible model and as collision model, and you would overlap the two of them, it could be arduous deciding from Goblin's viewport wether a DMG_col model is correctly set to hidden or not. - invisible bones are nonetheless marked in bold in Goblin's scene tree view. Are they displayed so, for your edited GR2 file? |
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