3rd Party Models/Media Chat / first fbx from 3ds max to GG

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imothep85
18
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Joined: 27th Mar 2006
Location: Belgium
Posted: 29th Apr 2020 15:19
I got some problems with my FBX objects & multiple textures & collisions boxes, but here it's my first result on GG !
but PREBEN told me on github they are going to be fixed in the next update !
start to looks good !

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GraPhiX
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Posted: 30th Apr 2020 20:47
Glad you are getting to grips with it, i know you had a couple of issues
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imothep85
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Location: Belgium
Posted: 3rd May 2020 10:44 Edited at: 3rd May 2020 11:18
i have a problem with my tests !
i have a swamp to create so i have my plants who need to be floating on top of the water ,
the water has to be as the same level of the ground just a little bit higher, but the ground has to stay FLAT everywhere !
i put the water height at 60 but it's at the same height as the ground; so when i move it's buggy, how can i solve that problem ?
my plants need to be on top of the water
& how can i show allways the user hud target even without a gun, because i don't need guns but need to have the target hud be visible all the time

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GraPhiX
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Posted: 3rd May 2020 13:27 Edited at: 3rd May 2020 13:29
as far as the terrain being flat and having water it can be done to a certain extent (bearing in mind no where in a swamp would it really be perfectly flat plus a little variation is good on the eye a more natural look)
Other people may give you better ideas but i approached it like this:



for your plants to be on top of the water either adjust the physics weight of your plant or turn physics off all together on the plant asset.

as far as the huds are concerned there is a script to hidehuds in scriptbank try altering that to the reverse effect i.e showhuds.lua
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imothep85
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Joined: 27th Mar 2006
Location: Belgium
Posted: 3rd May 2020 14:32 Edited at: 3rd May 2020 14:54
function hidehuds_init(e)
end

function hidehuds_main(e)
if g_Entity[e]['plrinzone']==0 then
HideHuds()
Destroy(e)
end
end

changing that by:

function hidehuds_init(e)
end

function hidehuds_main(e)
if g_Entity[e]['plrinzone']==1 then
HideHuds()
Destroy(e)
end
end

doesn't change anything... !

even if i do function showhuds and rename the file !
hud is not visible by default

in my test the ground is flat because it has NOT to be realistic, by stylized, cartoon !
GubbyBlips
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Posted: 3rd May 2020 23:50
If I remember correctly, I asked about this high poly ground a few months ago,
and there is a setting to change to make the ground "ultra flat" or something.

Only when I tested this, it was wonky. The physics seemed to be amiss,
maybe even fell through the ground?! I can't remember, something bad.
So would the effect of a water terrain work? IE instead of all those other
selections like asteroid, ice, desert, etc. Water is not available, but since
you are discussing it, that might be a good one to add??
Or... add a texture to 'paint' 'water'! IDk?!

Obviously you wouldn't get any of the 'water' effects that are present in
the actual water plane. Do you want any of those effects?
Would want at least a highly reflective texture if that's possible.
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JC LEON
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Posted: 4th May 2020 07:34
Quote: "as far as the terrain being flat and having water it can be done to a certain extent (bearing in mind no where in a swamp would it really be perfectly flat plus a little variation is good on the eye a more natural look)
Other people may give you better ideas but i approached it like this:"

good work but too much time consuming for a simple puddle....

GG need a better way to manage this type of situations
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imothep85
18
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Joined: 27th Mar 2006
Location: Belgium
Posted: 4th May 2020 08:23 Edited at: 4th May 2020 15:21
Something SO BASIC has to be added to GG, we are in 2020, and this game engine WORK like something from 1990 !
why it takes YEARS to add something like this to the engine ?

i solved it by editing my objects with F9, but it'snot a good way !

i still have the problem i DON'T see the GUN hud target all the time, i need the cursor target to be allways present, even without gun !

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