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First of all, thank you for someone caring about this old game engine.
However, I have a problem.
The textures are constantly renamed when exporting.
This doesn't matter for Blender.
In games, all points “.” are new objects.
The driver entry “normalmappet.fx” may be exported as “normalmappet.fx.00X”.
Would it be possible to stop this?
W3D works with Planes.
These are simple areas that show the game where something is limited. Be it for entering, climbing over, transitioning from the landscape to the model, as an obstacle, or in special cases, what can be undercut. These areas should be invisible.
A Hyrachian model needs no bones and no amature.
However the filter returns an error?
An amature is automatically created during import.
For buildings without animation, completely pointless.
In addition, some functions do not work with buildings.
I would ask you to assign names to the objects in the W3D options and to strictly adopt them.
Blender is constantly evolving. This is brilliant for filmmakers.
For us modders, that means spending hours tricking Blender and naming objects the way we need them.
A field in the W3D Proberties where you can enter the identifier that will be published would be extremely helpful.
Should I have missed something?
Then I politely apologize.
Where do I need to check the box or change the name?
Thank you, Johannes
The text was updated successfully, but these errors were encountered:
your first issue should be solved by starting up a clean session of blender when importing models. If you already have imported various models then the renmaing might happen.
Actually for the Plugin a hierarchy needs bones since various modles would not be able to be imported otherwise.
Same as the point above.
I dont get that point really. What are you trying to accomplish?
First of all, thank you for someone caring about this old game engine.
However, I have a problem.
The textures are constantly renamed when exporting.
This doesn't matter for Blender.
In games, all points “.” are new objects.
The driver entry “normalmappet.fx” may be exported as “normalmappet.fx.00X”.
Would it be possible to stop this?
W3D works with Planes.
These are simple areas that show the game where something is limited. Be it for entering, climbing over, transitioning from the landscape to the model, as an obstacle, or in special cases, what can be undercut. These areas should be invisible.
A Hyrachian model needs no bones and no amature.
However the filter returns an error?
An amature is automatically created during import.
For buildings without animation, completely pointless.
In addition, some functions do not work with buildings.
I would ask you to assign names to the objects in the W3D options and to strictly adopt them.
Blender is constantly evolving. This is brilliant for filmmakers.
For us modders, that means spending hours tricking Blender and naming objects the way we need them.
A field in the W3D Proberties where you can enter the identifier that will be published would be extremely helpful.
Should I have missed something?
Then I politely apologize.
Where do I need to check the box or change the name?
Thank you, Johannes
The text was updated successfully, but these errors were encountered: