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Type: Posts; User: gromit

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  1. Hmmm... I have an idea: modeller plugin that...

    Hmmm... I have an idea: modeller plugin that 'bakes' non-uv texturing coordinates to uv's. This could be a real timesaver in many occasions.
  2. One thing to remember when exporting with RPF is...

    One thing to remember when exporting with RPF is that LW doesn't export camera FOV, so you have to set that manually in AE...

    LW, AE and PS works fine for me.

    Ups, Gromit was still logged in -...
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    I use MG UVGenerator (or Alternate Atlas VMap) to...

    I use MG UVGenerator (or Alternate Atlas VMap) to make uvs for complex models, such as buildings, for lightmap calculations. It's far more efficient packer than LW's atlas, at least. However, it...
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    I agree. It would help also if you could...

    I agree.

    It would help also if you could atleast create image instances, change image alpha modes and texture layer inversion in lscript.
    I have been trying to create a lscript to help me with...
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    Hmm... strange... When I made a little test...

    Hmm... strange...
    When I made a little test shader again, it worked fine.
    So, seems like a false alarm ...or should I get myself checked? :o
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    Can't access baked bone rotations in 8.2

    Hi,

    We're using lw for 3d-content. When we upgrated to 8.2 our animation exporter broke. It seems that lw doesn't give out any baked rotations for bones anymore at given time.

    We just use...
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    Modifying transparencies in lscript shader

    Hi,

    I'm trying to create a lscript shader that manipulates surface transparencies. What I found out was that if lscript shader modifies transparency, result will not be seen in surface's shadow....
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    Surface manipulation weirdness. A bug?

    I made this script to help to set transparency channels according to color channel's image texture's alpha. It seems to work fine with some models, but acts strangely with some. Object with lots of...
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    Thanks! That worked fine. :)

    Thanks! That worked fine. :)
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    HardFX and HardLink

    Here is my problem:

    I'm trying to get a bone (or anything) to follow object deformed with HardFX. HardLink seem to work only with SoftFX & ClothFX, but not with HardFX, am I right?

    Is there...
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