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#editor

pegperegogaucho
Okay, I see 👍
rat_min
i am gonna have to start paying you if i keep running into problems like that and bothering you ah welp, so i got home from running errand, wanted to try the very same thing we did but on a roman aka doing a blocking out and testing it. and i swear this time i exported BOTH the mesh AND the rig ( lol ) and i can't get it to work on enemies. BUT what is interesting is that it works on asterix ( tho obviously the rig is completly off ), and the game doesn't crash on testing. but on the roman from which i took the rig off ( or forcing it on any of the 3 other enemies i tried ), the game doesn't want to hear a bit of it and crash when they need to load the clone.
pegperegogaucho
Looks like you need to upload the model again :PogelixOkay:
rat_min
aight, here we go again , thx lol
rat_min
Download INB4_skillissue_Blockman2.dff:
Direct Download



rat_min
do you need the blender or just the DFF will do ?
pegperegogaucho
Just the dff should be good
rat_min
aight 👍
pegperegogaucho
The problem is that the material count does not match, the original model has two materials and yours only has one
pegperegogaucho
If you add another material and assign at least one face to the material, it should work fine
pegperegogaucho
I'm not sure why it has to be this way, maybe @adrientd knows.
rat_min
intersting, does it only does that with the enemies then ? i believe asterix also has 2 material, one for the textures like cloth and skin, and one just for the belt & metal bits. but it went smooth with him. i'll add another material and try it on a enemies with two material/texture, to see thow that goes
pegperegogaucho
Seems to be an issue only with clones
rat_min
i didn't get time to try to have another material on it i'll give that a shoot tomorow and see if it works
pegperegogaucho
Adrien, do you know why the squad bounds are multiplied by 0.5 when rendering them?
pegperegogaucho
Because i just checked with the "inside squad bounding box" msg and it was activated way before the box shown in the editor,
adrientd
Honestly I don't even know if the squad bounds are correct or not.
adrientd
I don't think I ever verified them.
pegperegogaucho
The second bounds (where the squad i.e. the sword can go) is correct when it's not multiplied by 0.5, I checked with the MsgAction
pegperegogaucho
And the first bounds should also be correct if not multiplied, but I believe there is some leeway when walking out of the bounds...