Can you export them wrong?xxpenguinxx wrote:I can't export tags right...

What tags are you talking? all? What happens?
Shouldn't have been any changes to the tag exports.
Can you export them wrong?xxpenguinxx wrote:I can't export tags right...
>_> I really could of used a cold bucket of water to wake up this morning.troymac1ure wrote:Can you export them wrong?xxpenguinxx wrote:I can't export tags right...![]()
What tags are you talking? all? What happens?
Shouldn't have been any changes to the tag exports.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
LOLxxpenguinxx wrote:>_> I really could of used a cold bucket of water to wake up this morning.
It exported right, I thought it opened the duplication renaming window...
Hmmm.. just looked at the code:Ogrish wrote:iI sure would be nice if the model viewer displayd all the shaders correctly, like the bsp viewer.
Code: Select all
render.device.Material = m1;
Raw.ParsedModel.DisplayedInfo.DrawMeshes(ref render.device, pm);
// Raw.ParsedModel.DisplayedInfo.Draw(ref render.device, pm);
render.EndScene();
Such as the Duplicator has?Ogrish wrote:Also if you could make Entity change name on visual mesh extraction and injection, it would make things much easier for me to finish my New mombasa cinamatic.
The commented line doesn't draw the models correctly fyi. Also If you could please look into getting entity to display reflexive/sid/ident names for bsp and ltmp tags.troymac1ure wrote:Hmmm.. just looked at the code:Ogrish wrote:iI sure would be nice if the model viewer displayd all the shaders correctly, like the bsp viewer.The second line is currently how it draws models and the third line that is commented out is used to draw models with shaders. By swapping commented lines, the models appear with Shaders (as in the bsp viewer).Code: Select all
render.device.Material = m1; Raw.ParsedModel.DisplayedInfo.DrawMeshes(ref render.device, pm); // Raw.ParsedModel.DisplayedInfo.Draw(ref render.device, pm); render.EndScene();
Wonder why they didn't keep it that way. Maybe I'll make it an option to switch back and forth with the TAB key.
YEStroymac1ure wrote:Such as the Duplicator has?Ogrish wrote:Also if you could make Entity change name on visual mesh extraction and injection, it would make things much easier for me to finish my New mombasa cinamatic.
I know they're not right. I've been working on that, but I think I need to start a fresh program to learn about DX textures, shader, etc and then try to fix Entity as I think that Entity just isn't loading the info right, actually pretty sure. They wrote it so if the Bitm name contains "_illum" for example then it's an illumination. Pretty sure they wouldn't have written the code that way. There must be a bit/byte that tells whether it is a bump, illumination, mask, etc.Grimdoomer wrote:
The commented line doesn't draw the models correctly fyi. Also If you could please look into getting entity to display reflexive/sid/ident names for bsp and ltmp tags.
Also if you want to fix all the issues with entity bricking maps when you try to inject bsps, or chunk clone them, or w/e let me know.
Code: Select all
Meta.cs, Line: 167, 191
Change:
if (manual == true&&meta.type!="sbsp")
To:
if (manual == true)//&&meta.type!="sbsp")
Yeah, I've seen these, but was never sure why they did this. Is it cause they didn't have SBSP plugins? Also, I've never changed it as I'm not sure exactly how to test it to make sure that it works properly afterwards. That was more what I was referring to. I know the code end, but how to test it in a modding sense, that is what I'd like to know.Grimdoomer wrote:Code: Select all
Meta.cs, Line: 167, 191 Change: if (manual == true&&meta.type!="sbsp") To: if (manual == true)//&&meta.type!="sbsp")