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(1 edit)

Hi David,

Following your guidelines I managed to make the script work. Thank you for your help. It throws lots of things into the console, but I will look into that issue later.

 I could export a custom mesh from Blender and implement it into the game, by changing an original entity's cms in the config file. (for testing purposes)  However the collision mesh is still the original one, and I couldn't find out where or how should I change that.  Could you help me with that, please?

Also, when I am loading the map (with my custom model), the game throws an assert from the ApplyMaterial function from the renderercommon.cpp. It wasn't doing it with the original assets, so I am sure the issue is caused by my model. The assert looks like this: ExpectedVD == (VDSignature & ExpectedVD)". I can ignore it and can play the game, but I assume I should've created a uvw map, or a material with a custom parameter in Blender? Or should I set something up in the config files? 

Thank you,

//Kristof

Hi Kristof, glad you got it working!

It's a simple engine, and entities can only use AABBs for collision. Their bounds are defined in a RosaCollision component; look for the variables HalfExtentsX/Y/Z in the config files.

Static geo can use more complex collision, by exporting one or more convex meshes along with a renderable mesh (in the other export script, xmlbrushexport.py). In this game, I think I only used the simple box and wedge primitives in Raw/Brushes/Core.

The ExpectedVD assert is probably because the mesh doesn't have a UV vertex stream, as you guessed. Doing an auto unwrap in Blender should fix it.

David

Thank you David for your help. Yes, the unwrap has fixed the assert and I could change the collision too.

Have a great day!


//Kristof