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C# UIElements SLIDERS and more without external tools ?

Hi there Learning C# over the last few weeks . Following this i've been able to create basic map selection and character selection canvases With buttons. I can not find anymore info than whats on that page Using C# UI. Can we make sli...

Re: Tank

Yes i am in the uk from manchester. You export the tread geometry not the root dummy as the chr. I have just exported the tread geometry and overwriten the the one in the abrams folder . and removed the objects .paks so it does not read from them and tank was all good. from the docs Tanks: export al...

Re: Tank

Mate thats just a guess :)
I can not see any other way.
and theres only the tread chrs in the objects\vehicles\abrams folder or in the xml so got to be .
Yer i think the texture moves to with the uvSpeedMultiplier.
Good luck

Re: Tank

There skinned with the wheel bones of the treads.
so i would say they will be exported with the root tread chrs.

its all so confusing and frustrating .

Re: Tank

The tread chrs are exported separately there a different skeleton. and linked to the tank in the xml <Part name="leftTread" class="Tread" component="leftTread"> <Tread filename="objects/vehicles/abrams/tread_left.chr" materialName="track" uvSpeedMultiplier="-1.26"/> </Part> <Part name="rightTread" c...

Re: Creating Animated Characters using Character Creator 3 & iClone 7

Very easy to get Characters in to cryengine Great video. Just i few small thing i have noted . Characters in iClone are facing -y and after rotating 180 and loading in Character tool they still face -y only when playing anim do they face +y ?. And The timeline frames in Iclone dont match Character t...

Re: GameSDK 5.5 vehicles physics controls not right compared to GameSDK 5.2 .

Hi, Did you modify something in your gameSDK 5.5 ? It's probably not exactly your problem but can you show the physics with "p_draw_helpers 1" (console) We will able to see what the mass box/wheel are doing. Untouched GameSDK 5.5 with Untouched vehicles . The mass box/wheels stay in the right place...

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