Invisble s3o

Invisble s3o

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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WhiteHawk
Posts: 10
Joined: 13 Jul 2006, 14:36

Invisble s3o

Post by WhiteHawk »

I've finally finsihed UV mapping my first model, and I'm using UpSpring version 1.42, I know I should update but thats beside the point.

Basically The models displays correctly in UpSpring, but in Spring it is invisible...

Is this a problem with the model or simply the UV map not being displayed? I'm pretty sure the model is there becuase its a weapon and explodes correctly when it hits the floor and the smoke trail works.

Also is it possible to make a weapon bouce on impact like a grenade?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Have you set it's radius and height? That's the usual cause of this problem. :wink:

edit: Oh, a weapon. Think that stioll applies. As for bouncing in a nade-like way, no, not really. :(
WhiteHawk
Posts: 10
Joined: 13 Jul 2006, 14:36

Post by WhiteHawk »

ahh, no. How would I do that?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Some tab in Upspring. Also make sure the alpha channel in your second texture is white.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

The model tab, which is the first on the left. (i.e. just left of the Objects tab which is the usual one)
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Weapon models have to have one object (the base object) only - any others will not show.

Merge all the parts together, see if that works
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Guessmyname wrote:Weapon models have to have one object (the base object) only - any others will not show.

Merge all the parts together, see if that works
Ah, good call, totally forgot about that.
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

I think completly black secondary (reflection etc) texture = transparancy. Use 99% black, or a little more for nice shinyness.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

red green and blue (?) are already used, transparency on that texture is transparency ingame.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

modeling questions go in the modeling forum.
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