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Attack creating Problem

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SparkingVegito View user's profile Send private message

Reply with quote Saturday, December 01, 2012

Today I modeled a attack but it's not working correctly.See

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, December 01, 2012

Autosprite should only be enabled on the quad's material. The sphere in your attack needs a shader without autosprite. Quake 3 may require it to be a separate mesh entirely to properly camera-orient it. I'm not certain off hand.

SparkingVegito View user's profile Send private message

Reply with quote Saturday, December 01, 2012

Zeth wrote : Autosprite should only be enabled on the quad's material. The sphere in your attack needs a shader without autosprite. Quake 3 may require it to be a separate mesh entirely to properly camera-orient it. I'm not certain off hand.


thanks! buddy my problem is solved now because of you thanks! again but there is no more use of my created model. *laughing out loud*

NELLO!! Mitico View user's profile Send private message

Reply with quote Saturday, December 01, 2012

as Zeth said, remove this if your attack is modelled..if is just a use of one sprite(no model) deformVertexes autosprite is required when you want use blendfunc add..

in this case you should use cull none and remove deformVertexes autosprite... Wink

SparkingVegito View user's profile Send private message

Reply with quote Saturday, December 01, 2012

NELLO!! wrote : as Zeth said, remove this if your attack is modelled..if is just a use of one sprite(no model) deformVertexes autosprite is required when you want use blendfunc add..

in this case you should use cull none and remove deformVertexes autosprite... Wink


cool! I have to remember this. I have not found any exactly tutorial for this that's why I have to ask this question but when I will learn all these I am surely going to make video tutorials.

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