Open vmintf opened 7 months ago
I don't fully understand your question, but may be you talk about several initial nodes in model (in Blender) that are not shown in AssetViewer?
This can be caused by the fact dabuild can collapse meshes into one node (for faster rendering).
In case if you need to avoid collapsing (e.g. to animate nodes of model in runtime) you should add animated_node:b=yes
to object properties of node (it is named so in 3ds Max and I don't know how it is named in Blender).
Alternatively you can specify all_animated_nodes:b=yes
in asset properties of model (usually done via virtual asset rule in .folder.blk)
I'll try the code first and answer you.
I made a mistake when I was doing something, so I solved it with the code except for the error. Thanks.
I have another question. After adding animated_node:b=yes, the model is not properly visible in the asset viewer.
Is there a solution to this?
If it's geom node, do you mean custom properties based on blender? Or where can I add code to the geom node?
If it's geom node, do you mean custom properties based on blender? Or where can I add code to the geom node?
When you have active object, "Object Properties" panel appears in "Dagor" category (in 3D viewport, not in the shader tab). Enter name:type = value and press "+" button to add it. Object Properties can be edited same way it works for dagormats. Also, you can transfer properties from active object to all selected, if more than one node should have same set of properties.
I will try it tomorrow and reply. Thank you all for always answering my questions.
- you somehow added animated_node:b=yes to material, not geom node
Not even to material, just to text editor. To apply changes from text to object properties or dagormat there's dedicated button "Apply from text" right next to the corresponding button "Open as text". Operator won't be able convert material from the screenshot, since there's no script:t=""
Upd: apparently it has no error popup nor message to log, it just silently skips the line, if it can't be processed.
I solved it thx, but I have a question, after exporting the model to the asset viewer, when I went into the War Thunder in game, I saw the fitted model tilted 90 degrees, how do I solve this?
Need to change basis vectors, historically we use axis X as forward, axis Z as sideward, axis Y as up for units (tanks, aircraft)
Need to change basis vectors, historically we use axis X as forward, axis Z as sideward, axis Y as up for units (tanks, aircraft)
I have tried everything according to the War Thunder Wiki, but this time I will try it as you said. I will respond tomorrow.
Need to change basis vectors, historically we use axis X as forward, axis Z as sideward, axis Y as up for units (tanks, aircraft)
Yep, that's a UI inconsistency thing. When you switch AV to front view, X axis looks right, not into camera. When right view is selected, correctly rotated model looks directly to the camera, instead of looking right. This view naming is copied from 3d max. So, in-game axis are turned 90° comparing to axis in 3ds max, blender and AV, which is quite confusing.
After modeling in the blender, I look at it in the asset viewer, and I raise a question about Node Visibility.
I wonder how to add multiple nodes to Node visibility, I don't think there's much information about this, so I'm asking what I should do with the blender and what code I should put in the blk file.