ook3D

Results 10 comments of 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

``` 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.