This is most unfortunate, since I only now the very basics of C++, barely enough to read files with some guesses here and there. I'll take a look into the AutoPinner object you referenced me, this is probably easier for me then to write some (efficient) extensions to the C++ source code. Anyway, tha...
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Hello everyone, I'm trying to do some low poly, procedurally generated terrain. My thought was to create a static object, and then edit it's vertices and faces. For starters I want to draw a simple triangle to the level: var statObject = Engine.Engine3D.CreateStatObj(); var material = Engine.Engine3...
The Physics.Raycast() method returns a RaycastHit struct, that doesn't contain all the information that the c++ ray_hit struct contains. So I had to use the native c++ wrapper directly: Sorry, that was my bad. I forgot to expose the Surface ID value in the RaycastHit. I'll see if I can add it to 5....
Thank you for the explanation, that makes perfect sense now! I don't think though, I'll need different LOD's in my case since I'm aiming for a low poly art style. Oh and also for the tip with the physics proxy, I always thought I'd have to define one inside CE, but using blender for that should be m...
Yeah, that's what I thought first, too. But there are no doubled faces in the model itself, I checked. What do you mean with LOD? These are my input settings, I'm sorry about the blurriness: https://preview.ibb.co/kmFBGc/ingame.png I'm not quite sure what LOD stands for and what it does. I've played...
Thank you very much @ferdinanddemedicis! The sheer number of lighting settings was really frightening, I would've never found this on my own. The tree now looks a lot better. The issue with the leaves is probably fixable by combining the two objects in blender. It's just really weird why they fall d...
Hello everyone, coming from a programming background I've just made my first steps with blender. I have made some low poly models and now want to marvel at my creation inside cryengine. I UV unwrapped the models, painted them with surface painter and imported it all into cryengine. Now I have two we...
I can't tell you the answer, but it's easy to find out: In C#, derive a class from EntityComponent. Override the OnUpdate(float frameTime) function, and write Log.Always("Hi from hidden entity") in it and compile it. Then, in Sandbox make a new empty level, add an entity, hide it and add the EntityC...
@Sunfluxgames: I'm pretty new to Game engines, so I didn't really understand what you were trying to tell me :D I finally solved it programmatically though: The Physics.Raycast() method returns a RaycastHit struct, that doesn't contain all the information that the c++ ray_hit struct contains. So I h...
Hello everyone, I've made a very simple game in which you navigate a ball around (like the template). I have now constructed some roads through my level. To further experiment, I know want to reduce the velocity of my player, if it is rolling offroad. I first thought, I'd use a Raycast via Physics.R...
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