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Contact Support - Help Center Get help on the UGX Discord. Join it now!In asset manager (at the top)
materialtype
"dynamic foliage" or "tree canopy"
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These might be needed depending on the purpose of the material
Surface properties (at the bottom)
"Noimpacts" "nomarks" "transparent" "nocastshadow" onlycastshadow"
After changing the material to dynamic foliage or tree canopy the models need to be reconverted, it should print "dynamic normals generated" or something like that when converted.
If that doesn't work you might need to delete and remake the gdt material entry if the original material settings are sticking.
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I can upload a gdt/model/texture if you dont figure it out.
Convert materials then models, add images from raw images to mods/mapname/images
In mapname.gsc add dvars above or below zombiemode::main();
]https://www.mediafire.com/download/uu74znaxj57j0fg
If the grass and tree models i sent worked you could try duplicating my gdt entry with the copy/paste/duplicate buttons in asset manager.
In radiant the tree leaves usually are multicolored like the stock trees but ingame they will look normal.
If they are script_models they probably receive light differently or need the "ground lit" option in asset manager but I'm just guessing.
You can send me a model and texture and i can convert and try if you want.
2 materials 1 texture.
You can separate the trunk from the canopy/branches/leaves in maya and make another gdt model_phong material for the trunk/bark but still reference the same texture file as the leaves.