ook3D
ook3D
> That has nothing to do with this. You have to triangulate the meshes on export, as the game engine (and any rendering engine for that matter) renders in triangles....
what i usually do is apply all transforms to the collision mesh / boxes, then convert to composite, then recenter their origins so that the BVH and composite are created...
> Interesting, your method basically achieves the same end result as the fix by making that piece of code useless since everything is at the origin then. The question would...
> This issues is still present. Wheels are in the wrong position after import -> export thats why the issue is still open, lol
> How do I acquire such a full dump? https://forum.cfx.re/t/enabling-and-uploading-full-client-dumps/1138940
thanks you guys!
``` def create_light_xml(light_obj: bpy.types.Object, armature_obj: Optional[bpy.types.Object] = None): light_xml = Light() light_xml.position = light_obj.location mat = light_obj.matrix_basis set_light_xml_direction(light_xml, mat) set_light_xml_tangent(light_xml, mat) if armature_obj is not None: set_light_xml_bone_id(light_xml, armature_obj.data, light_obj) set_light_xml_properties(light_xml,...
you provided barely any info, there is basically no way to solve this issue
Can confirm even when the entire MLO is imported, the bounds are still offset.
you need to restart blender.