Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-04-18 13:13
I know, trust me, I feel stupid enoughSpush wrote:We only have like hundreds of threads and post saying max 9 not 2009.
Its imported, but now I gotta go thru and fix the objects and such. Yeah, we do, just a very idiotic one on my part[R-DEV]Rudd wrote:The number of times I've deleted hours of work and started over...
we all make silly mistakes
Mistakes can never be prevented and are not a problem to make as long as you learn from themCTRifle wrote:Its imported, but now I gotta go thru and fix the objects and such. Yeah, we do, just a very idiotic one on my part![]()
[R-CON]Wicca wrote:Do you need anything CT? I can send you like a post card or something, like YOU GO MAN! To like cheer you up or smt.
Or is that totally gay?






Probably because the path it isn't objects/vehicles/land/cv90//textures/CTRifle wrote:Yes, I've fixed all the things you both mentioned, thanks. Im getting a error that the bf2 bundlemesh mat says .dds isnt a recognized format?
and this
I'm sorry but they SHOULD have their suffixes on. Not only dose it make the coding 100x easier, it also stops any re-export reverting code in the .con file. The .con should only ever be edited by the 3DsMax export script, where the .tweak file is what you edit by hand. If your having to do any hand edits to the .con file your doing something wrong.[R-DEV]Mineral wrote:Don't name things like __playercontrolledobject.
Remove all of those __x names. That's up to the coder to fix up in the con/tweak to set up the stuff as springs,PCO,etc.... When you import a model in max it makes those names you like made them __x cause it reads the con file and names objects like that. But in your export the names should be nl_apc_cv90, turret,barrel,whl1,Z_motor,... Without all the stuff behind it.