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Contact Support - Help Center Get help on the UGX Discord. Join it now!To get tanning to work on custom materials you can set this at the bottom in asset manger.
//
Materialfeaturetype clothcharr
Mask = char_burning_mask.dds (no alpha)
Color = char_body_burn_swatch.dds (no alpha)
Normal = char_burned_swatch.tga(no alpha)
//
You can get the images from raw/images or create your own.
The xmodel char_ger_honorgdz1_1 has other charr materials for leather/linen and head.
because they need to have materials set up to support it
its shaderconstant script controlled
in _zombiemode_spawner.gsc, this is probbably what you mean, if you wanna remove it add // before it
Does your model have tag_origin and j_ joint names?
If you included it in gdt as a "model" and then change it to an "animated model" you might need to delete
raw/xmodel/spider ect then reconvert.
the bo3 spider is a vehicle, not a normal ai
Then it's prob the hitbox.. I believe it get generatedfor your model as long as they have the correct hierarchy, bone-names etc. Obv that's not going to happen for your spider model vs the roebuck-hitbox.
Think if you use the xmodel as hitbox it could work, as long as you have a collision-lod on your .xmodel ( i've had problems with this as well, but it's been a while. Cant remember everything exactly. )
should be the same as the spider model you made
your HitBoxModel is not set up right, the one you chose is for a default player sized model