Ekmek
on steam: ekmek_e
Whoa man that is awesome. anything i can do to help on the skelton rotation? any patterns on the rotation?
that sounds like a model issue and the way its rigged. the helicopter does something with bones to make it float. for my uav unit I have to mess with the mesh to make it elevated. try move the mesh lower below the ground a put one vertice there to anchor it.
I can see them. See this screenshot. You should only have to set the BaseSampler and the LightCubeMapSampler as shown, the other textures were reported as being in the parameter set but I don't think they are used. Which feature file are you looking at?
Doing my best to keep up with this thread. Out of my depth but trying. Can you explain what shaders are in this context and your workflow for building one? Additionally, I've been looking into making features as well but I cant seem to find the art defines table that points to the feature gr2 files, much like the missing art defines for terrain. What's the art define file for features? Or are you talking about editing features already in the game by changing install folder files.
Think the best work around for adding features ATM is to just add them as resources that change yields but don't provide a resource, then fixing up the tooltip to reflect them as a feature.
Who knows maybe the expansion will give us art defines for that stuff.
I now have code to export direct to Milkshape TXT from Nexus Buddy. It works even for the 29 mesh and 828 bone Napoleon leader model. Still need to crack the bone/position rotation, but everything else seems to be working.
Leaders too - although I've run into some issues with Blender 2.49 in that it only supports bone names up to 31 characters which is too short for a lot of leaderheads and some units.
I should probably write a new version of my NB2 import for Blender 2.6+ - they completely re-wrote the API for the later versions so that will take more time.
I'll look to release a new version of Nexus Buddy 2 with this stuff on Monday.
weird about the 31 characters even weirder that the civbones go beyond that. Are you sure 2.66 can handle that?
The one issue with 2.66 fbx exporter is that it doesn't manage the rotations or let you name the root bone.
Once I configured the interface in 2.66 to be the same as what I was used to 2.49 I found it much nicer to use and it would be good to move to the latest version. The only thing that probably won't get updated for 2.66 are the NIF scripts, but you can always do your NIF import in 2.49, save the blend and use the built-in append function in 2.66 to merge files.
Might I ask, is it imperative to export to .blend at all? Could NB2 not be written more simply to convert GR2 to FBX and FBX back to GR2? Then just use the FBX importers that most modern 3d software already provides to work on the file?
Or do you do the .blend step because that's the major program modders here use.
We really don't need the nifscripts because NIFviewer lets you export it as an obj. and since we can do multiple meshes now I don't think we need to do all tha baking stuff either.
Though it could work before reinstalling Win 7. Because betta5 also doesn't work now.
NexusBuddy just doesn't run!