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[31st 07:31:15] Errol, it's to fix the bug in flummery where when using more than one material
[31st 07:31:27] one of them doesnt get applied to their respective objects
[31st 07:31:53] and to work around it, you need to save your car, then load it back up
[31st 07:32:22] where that unmaterialized object will get assigned a material named "DEFAULT" in big capital letters
[31st 07:32:37] and then you can rename DEFAULT to the material that it was at first
Link to test file: http://www.toxic-ragers.co.uk/files/misc/github/037.MultipleMaterials.zip
I know it's probably on your list already :)
A setting in TextWriter caused lighting not to function correctly.
This needs to be a thing.
This is a set of 8 verts, in the c_Body mesh, that are painted magenta (255, 0, 255, 255) and they should define the corners of the cabin volume. (bottom left/right of the foot well, top left/right of the windshield, top left/right and bottom left/right of the rear cabin bulkhead)
yeah, I'd like to know what's this all about! Who made this? What is going on?
Steps to recreate:
Import CNT.
Import FBX.
Drag FBX onto CNT.
Move something from within what was the old FBX anyway inside the hierarchy.
Crash
Something to do with the fact I've stopped deduping verts.
Broken in aedf03e
Flummery supports multiple different games and each game has multiple different asset types (maps, cars, etc). Things will get awfully cluttered, awfully fast if all functionality was exposed all the time. What Flummery needs is some sort of concept of context. File > Open > C:R > Vehicle would set the current context to C:R Vehicle and right click menus would contain things like "set as engine" or "attach VFX", whereas File > Open C2 > Track would have things like "place accessory" or "set as ped spawn".
This context will need a visual cue somewhere in the UI as well as some way of forcing a context when importing raw assets like FBX or whatever.
At the moment I simply assume people will enter the correct stuff into all required boxes. Turns out they often don't.
It's quite hard to see what's happening in the wireframe at the moment due to there being nothing behind it, so if possible there could be a mode where you overlay the wireframe over the textured/untextured mesh.
PNG at the very least
Clicking the status bar should open a log window
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