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Phariax

4
Posts
A member registered Apr 04, 2020

Recent community posts

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

(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 David,


Thank you for replying (so comprehensively), I appreciate it a lot! 

Yes, I've already bumped into the python2/3 problem, when I wanted to use loom. 

 After I've sent the first message, I managed to compile a mesh to cms (haven't tried to implement it into a map yet, tho) but your explanation about the pipeline helps a lot. I'll try to make it work. 

Also thank you very much for offering some additional help - I am sure I'll ask more. 

Have a great day,

Kristof

Hi David. 

This message is probably a long shot, but I am taking my chances here. 

I've managed compiling the engine and all the tools (I've unpacked the .cpk files, using FilePacker - to see how to use it). I can run the game from VS2022, so that is all fine. 

However I am curious, what is the pipeline for adding new content to the game? Like new models, animations, (sounds) etc. 

What I've found out so far, that is somehow I should export the assets from Blender into XML format , and then I could convert it into cms, using the MeshCompiler.  I found an xmlmeshexport.py file for Blender (243) in Zeta, so I took that version  of Blender (quite old) and managed to export the basic cube into .mesh format. However I have no clue how should I convert .mesh to cms. The MeshConverter expects an .XML file as an input, but I haven't found any XML exporter for Blender 243 (or any Blender actually), besides of yours. Or maybe I am completely misunderstanding the process? I didn't find any related info in the Editor documentation for Neon Struct on the Steam page (btw, thank you for that doc. it is amazingly helpful.)

P.S. Sorry for my English. 


A fan of Eldritch and NS,

Phariax