Mat/cmp error?
-
Host up the .cmp and .mat and I can take a look at it tonight.
-
Put them into a .zip and upload them here attached to your post.
If it’s more than 1MB I use Fileswap.com, it is supposed to be permanent and it is free.
-
So I just did two things.
First, I’m fairly sure that the game has issues reading any model with HpMount01. It should be, HpMount (same with the HpCockpit). I also ran the model through FLModel Resizer to get the radius put into the .cmp. Had no issues on my end with it disappearing anymore when most of the ship was out of screen.
Tell me how it goes.
-
I thought it was the 3rd person view camera that is altered by HpCockpit. It’s one or the other.
-
3rd person? how to enable that? i remember there was an offset within shiparch for (what i call) a 3rd person view, in the cockpit for a turret view tether and rear view. however, never got to change coordinates of cockpit view camera. maybe the mistake i did was the hardpoint naming…
-
Gisteron wrote:
3rd person? how to enable that? i remember there was an offset within shiparch for (what i call) a 3rd person view, in the cockpit for a turret view tether and rear view. however, never got to change coordinates of cockpit view camera. maybe the mistake i did was the hardpoint naming…I’m pretty sure 3rd person is the default view.
-
Alucard wrote:
Yes and no. In space it works. On a planet/cinematic* or npc use, no.:-?
So, it works in space but in a planet scene it disappears? And it doesn’t work for NPCs in space?
What’s your LOD range on the ship?
-
Alucard wrote:
I use the cmp exporter 2.1 with lod set at lvl0 when I export.I meant in the shiparch (sorry, should have been more clear)
-
Alucard wrote:
LODranges = 0, 60, 100, 1000That means if you don’t have a LOD on this ship, you’ll lose it at 60m. Change that to LODranges = 0, 1000 and see if it works better
-
Alucard wrote:
Yeah I’m a noob. It was that. Set it to 0, 9999 and its fixed. But now its being a bitch, not letting me rehardpoint.Well bitch slap the .cmp and rehardpoint it!
Glad we figured out the issue in the end