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Found 22 results

  1. I want to import a model that had previously many Modifiers in Blender, but all applied and looking good inside the program. However, if I import them as .fbx into the Engine a part from the Model's Hierarchy is broken, and has a too big scale. I think everything else is fine. How do I fix...
  2. Seems some simple/small improvements to model import, specifically with regards to sensibly remembering settings for a batch, or previously applied before re-import. Re-importing a model or import similar ones in a batch it can quickly become annoying. Model import should remember settings...
  3. I just got done making a 9mm pistol for my game. I haven't actually brought it into the game engine yet, so this is how it appears in my 3D animation software. This was a lot of fun to make and I'll be making many more weapons for my game! The animation is a placeholder as I'll need the character...
  4. Hey, I seem to have an issue with shadows being cast/spread on my models. and I don't know what's causing it. For reference here's an image of what it looks like in Blender: Here's an overview of my material settings: The lighting settings are the standard the scene loads up with....
  5. I modelled a gun with basic animations in blender, and i want to put the gun with its animations into leadwerks, but when i export it as an fbx, no matter what export settings i pick, the animations for the .mdl (in the model editor) show nothing, its just empty, any ideas how to fix this? im kind o...
  6. Recently I started to import models from Blender to Leadwerks. Now the tank models are look alright, but when I try to rotate the turrets of tanks ,it start to scale in some axis. anyone have an idea why this thing happens? * btw the whole tank rotate fine.
  7. CorzaX24

    Water

    Hi there, I have been able to add water into my work using a downloaded water material from the workshop, which also comes with a CheapWater.lua script. It works fine but, oddly enough, looks "cheap". My question is, is there something else out there looks somewhat nicer or more realisti...
  8. I've created a custom fbx model and imported it, then set it up similar to an existing melee prefab. This is wired up to a pickup object running PickupWeapon.lua, with it's VWep value set to the exported prefab of my custom model. Here are the two prefabs on the scene for visual comparison:...
  9. So, i've been pretty new to modelling. And i've found Sketchup the first way of making simple models and such. It is great so far, but i have an issue. When importing my model in to leadwerks, when i make a more complexed model, it causes to do this: And this is how it looks like when...
  10. model_path = "G:/342/fff/Models/Characters/Crawler/crawler.mdl"; model = Model::Load(model_path); model->SetAnimationName(1, "Run"); std::cout << "Animation: " << model->GetAnimationName(1); anim = 42; std::cout << "*******animname***: " << model->animationname[1]; model->SetAnimationFrame(Tim...
  11. Now that I have some new models to use, I am having a lot of difficulties with materials on models. Even when using the animation shaders, there are missing patches of the material on the model. If the regular shaders are used, the materials work as expected, but, as predicted, the materials do not...
  12. Hi, I've seen a simple issue that I would like to report, but I don't think that would go as a BUG REPORT per se. I've seen a little issue with the MERC character, is that simply in the template, the character shadow is set as static and his weapon the same. Changing the shadow setting break the...
  13. Hi, I just bought yesterday the Egyptian temple from the workshop and think it would be nice to give a feedback about it. Current verdict: Need improvement, really beautiful but not useful. (april 2016) Buying this pack: It was relatively easy. I've got it from the community page on st...
  14. Well, I've bought the model, but animations did by myself. I think I cannot just post this model on forums. I'm gonna try to say what's wrong. I have a model. Here: As you can see - all vertex are assigned and animations works fine: File is in .fbx format: After importing...
  15. Hi. I want to know if it's possible to get leadwerks to do this automatically when an fbx is imported: look for embedded or referenced materials/textures (does not seem to work by default) set scaling for the model to 1.01 units to 10.1 cm show up correctly when inspected in preview tool...
  16. How do you assign a shape to an object so the character doesn't walk right through it? There used to be a convenient and easy-to-use tool under the physics tab but now its gone Thanks
  17. How do you export a model from blender to use in-game?
  18. Hi, I am interested in doing a cockpit for a space type game. I will create a model in 3DS max or blender, I am just wondering how to attach it to the first person camera in LUA, would it be a similar process as adding a HUD but not with the Draw command. What I want to do is have clicka...
  19. Okay this may sound dumb but my textures arnt working. In my 3d modeling program they all look fine, and in the texture preview they look fine. Yet when they are on the model its just a solid color not my texture. Its not with all my models though, as my monsters all look fine. There is also an issu...
  20. Hello! I am new to Leadwerks, but not new to the world of enthusiast game development. Leadwerks has caught my attention, and I have purchased the indie edition and hope to start developing games soon! That said, I have some questions I would like help with. 1) Whats the best way to export from...
  21. I used the Blender Exporter and exported a simple box with wood texture but in Leadwerks Editor it is without texture. This what I made in Blender: And after exporting it to Leadwerks: I can't figure out what I did wrong with this. How do I get the texture to show up?
  22. I was wondering, is it possible to create an animated mesh with collisions for Leadwerks? Or do i need to make a post in suggestions? I want to create an automotive hydraulic lift and use the built in method of using a convex object in the mesh named collision to provide the collision properties...
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