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Messages - NG

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Bug Reports / [v3.912] Breakable props clone if physicsmode is 3
« on: March 04, 2019, 03:12:14 am »
using csgo, setting a breakable prop_physics_multiplayer to Non-Solid, Client-side will create a duplicate.

Also, can we get a button to align the collmesh pivot with the model pivot?

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WWMT Questions / Re: Manual concave hull
« on: March 19, 2018, 09:38:52 pm »
Right, I was splitting the model into elements instead of the hull..  :o

It works perfect <3

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WWMT Questions / Re: Manual concave hull
« on: March 19, 2018, 09:13:47 pm »
I modelled the hull from primitives, converted to poly and selected that as the hull. Some parts if it is concave and right, but another is convex. It's the same object, it makes no sense.

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WWMT Questions / Manual concave hull
« on: March 19, 2018, 08:22:04 pm »
Why can't I just make a simple poly and select that as the hull? The exporter fiddles with it and I can't prevent it.

5
WWMT Questions / Re: 2-sided material checkbox doesn't work
« on: November 30, 2017, 07:22:25 am »
Thanks!

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WWMT Questions / 2-sided material checkbox doesn't work
« on: November 29, 2017, 08:54:04 am »
The backfaces aren't exportet

7
WWMT Questions / Re: Making a Price is Right Wheel
« on: November 10, 2017, 06:24:46 pm »
So I have to handle animation logic in Hammer? I'm using logic_random for the sequence selections (each Price has a keyframe),
How do I make the sequences blend together? (Idle -> StartSpin -> Loop -> Random sequence. ) The in and out of loop is not understood.

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WWMT Questions / Making a Price is Right Wheel
« on: November 10, 2017, 03:53:45 pm »
How do I transition from the different states in the qc? Idle -> Pull -> Roll (infinite loop) -> RandomEnd
Thanks!

9
WWMT Questions / Re: Exportet animation not the same as 3dsmax animation
« on: November 10, 2017, 11:16:49 am »
Thanks! AWESOME PRODUCT!

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WWMT Questions / Re: Exportet animation not the same as 3dsmax animation
« on: November 10, 2017, 10:53:30 am »
Would merging the objects affect performance? Or could I use the Skin modifier to use a premade bone?

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WWMT Questions / Exportet animation not the same as 3dsmax animation
« on: November 10, 2017, 10:34:03 am »
Some parts of my animation move correctly while others seem to have achieved independent thought and choose to not follow instructions.
I used these settings:
No use of $origin as mentioned in this video.
I've inserted a bone (probably incorrectly).
I've added an attachment.
"Use idle sequence" is checked to include an idle sequence.

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