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#61 |
Historian
Join Date: Apr 2003
Location: France
Posts: 388
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Hi
Has someone a full animated panther/lion or other big cat as 1-mqo object including every separated parts please ? I would like to create a new big cat but just replace the meshes cause I don't create animations. (I extrated the parts of the bobcat with Strpix, but i cant get how to recompose it. Or is there a way to extract the every mesh as one object ?) Last edited by LeelooBastet; 12-12-17 at 23:09. |
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#62 | |
Relic Hunter
Join Date: Mar 2005
Location: England
Posts: 8,971
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Current projects: Zootopia Futures Past, Battle Of The Kings, Battlefront Legacy |
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#63 |
Historian
Join Date: Apr 2003
Location: France
Posts: 388
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Sorry didnt see that. Let erase my message then
![]() Last edited by LeelooBastet; 20-12-17 at 21:54. |
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#64 |
Explorer
Join Date: Jun 2013
Location: Missouri, USA
Posts: 522
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How about a thread for builders to request Beta testers?
Last edited by rufierto; 07-06-18 at 21:01. |
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#65 |
Hobbyist
Join Date: Oct 2019
Location: Ireland
Posts: 38
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Hopefully this is the right place. Last time I posted was told it was in wrong place but given no assistance where to post it
Hi guys need a bit of help. Yes again lol. I am looking to implement a Personal Light source into my level. I have followed the tutorial on here but I am stuck at the point where I have to export a trigger. Can I do this with Tomb Editor? To be honest I am not even what this means if someone would kindly explain I would really appreciate it. Thanks again to everyone who has taken time to reply to my before. Last edited by Letsmakeghost; 31-10-19 at 17:50. |
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#66 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 32,310
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Wrong thread.
![]() TRNG section or TombEditor section would be better. ![]() I'm not sure if TE has the "export trigger" feature, but if not, then the NGLE should be used. When you open the trigger window and find the correct trigger for exporting, there's also an "Export Script Trigger" button. When you click on it, it will export the trigger to a .txt file. And then you can copy the needed values for the script from this .txt file. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#67 |
Hobbyist
Join Date: Oct 2019
Location: Ireland
Posts: 38
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Thank you very much for your help. I really appreciate it. The only reason I am interested in making levels is after playing your Mists if Avalon. I have never come across something so well made and polished. It truly is a masterpiece. Thanks again for the help.
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#68 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 32,310
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Thanks for the compliment regarding MoA.
![]() I'm currently working on part 2.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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