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Bricktronic

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  1. Bricktronic

    Workblog Nov 2022

    May I get an invite link to the Discord Nevermind, found it..
  2. I'm trying to set vertex colors of a mesh instance, however when I assign the vertex colors to the TSMesh, no changes are visibly applied. Anyone know how to apply these vertex colors properly?
  3. I found a way to bypass all that. I used a duplicate of the playermodel, scripted it, and now it just replaces the main material of the datablock. Thanks! :D
  4. Thanks for the replies, I'll try it soon. I'll have to research into how to use skins, as I'm used to TGE rather than T3D. I'm willing to add the C++ code, if you're kind enough to pass it on, however, if I can use skinning, I'd rather do that. We're struggling a bit as a team, as none of us know much C++, and we're all new to the latest T3D. Thanks! :D
  5. So I'm working on player customization GUI, however, I can't seem to get the mesh to switch materials in the GuiObjectView.. I've been researching for hours, and dumping over and over, but I can't seem to come across an explanation, thus I'm here. If there's a way to access the object through the GuiObjectView, please do tell. I've tried getObject(), and that returns nothing with any number in the args. I basically need the ID of the player model I've set inside the GuiObjectView. function replaceSimpleMaterial(%matname,%mapto,%RGBA) { if(%e==1) { %se = "emissive[0] = 1;"; %add = "emissive"; } if(%g==1) { %sg = "glow[0] = 1;"; %add = %add @ "glow"; } %r = getWord(%RGBA,0); %g = getWord(%RGBA,1); %b = getWord(%RGBA,2); %a = getWord(%RGBA,3); $eval = "singleton Material(" @ %matname @ %add @ %cl @ ")" NL "{" NL "mapTo = " @ %mapto @ ";" NL "diffuseColor[0] = \"" @ %r-0.1 SPC %g-0.1 SPC %b-0.1 SPC %a @ "\";" NL "specular[0] = \"" @ %r SPC %g SPC %b SPC %a @ "\";" NL "specularPower[0] = " @ 50 @ ";" NL %se NL %sg NL "translucentBlendOp = \"None\";" NL "};"; eval($eval); DecoyDAE.setMeshMaterial(%mapto SPC 2,%matname @ %add @ %cl); echo(%RGBA); } I'm using DecoyDAE at the moment, which just makes the targeted node disappear. :?: :?: :?:
  6. Okay so I tried the weight paint, that fixed the arms and the body stretching.. Now the hands are left floating..
  7. Weight paint??? I'm new to modeling for games, sorry :s.. I tried the pose editor in blender to make sure when they rotated that they moved the right stuff..
  8. So, I'm trying to put my playermodel in-game, just rigged (as a tsstatic), and the positionings are all weird and the body of the player is stretching downwards. I've tried CTRL A > Rotation, Scale, and Location, but it doesn't seem to fix. Keyframes or not, it still does this. I'm very frustrated and disappointed in myself over this.
  9. EDIT: Thank you so much man you solved my problem you're a hero man :shock: :mrgreen: :mrgreen:
  10. I don't understand this situation in general, to be honest.. So, basically, when I add an armature to my model, after exporting from Blender, the scaling of about every body part completely messes up.. I'm very frustrated, I'm working with a team to make another game, but I can't get my part done due to this and I've re-done the model, the jointing, and the animations at least 5 times now.. :?: :oops: The material, I understand is orange, I can fix that myself, it's just the scaling and disposition here.. This is just sucking out all of my motivation in general as well. Ugh. P.S. this is my first time within this community. Screenshots attached.
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