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fa285634 last won the day on 3 July

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About fa285634

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  1. je kan proberen de map met naam shader_cache in your spelfolder ( dus niet installatie folder ) even te hernoemen en zien dat hij start
  2. Version 1.0.0


    This is the 2.79 giants exporter converted to Blender 2.80 Installation is the same as the 2.79 version The exporter has the capacity to read the Principled BSDF shader, including linked Diffuse ( Color ), Specular, Emissve, and Normal map ( Normal map node ), and alpha The normal image has to be linked trough a normal map node, selected tangent, that's going to the Principald ** Notice : There is no added functionality nor should or want i recieve request for adding more of blender capabilties to the exporter. For the simple reason as this -> the end code for the i3d is not known for rigs and many of the more wanted items. ChangeLog -> *Update to 2.8 * migrated material reader to Nodes *Minor tweaks to the file listing in the I3D: - files in data/shared will now be listed as $data/ with the relativeLink to False - fixed issue when having files on multiple drives
  3. dan heb je 9/10 het verkeerde type gekocht, kijk nog eens goed in de winkel
  4. Version 3.0


    Install Instructions: ********************* - Place the content of this zip in your blender script/addon folder - To avoid some further confusion and towards newer blender users-> place this addon in a <<folder>> , not in your base addon folder -> Note -> Preferably in your appdata folder with the rest of your plugins Usage Instructions: ******************* Select the part of the mesh in the 3d view. In case of any selected ( highlighted uv's ) -> manually deselect them [ if anything is selected or appears wrong, use common sense an correct it manually ] Press the desired button in the uv-editor. The uv's will move. After that they are moved ---> DESELECT <--- your items in the 3d view Manual moving buttons remain the same *** Update notes *** v3.0: Blender 2.80-PR migration Due to the massive changes towards the software, the plugin might not directly show and the user might need to activate the filter "User" on the addon screen If any changes need to be done when 2.8 goes onto official relase version, they will be addressed v1.2: Added extra materials to the layout. According to source image provided by discord to me. v1.1: Bugfix: No longer needed to select anything in the uv-window: v1.0: Activate the addon in the User section Then go into the Uv/image editor and the panel should be active as an extra tab on the Tool panel. To use it correctly , make sure that Keep UV and Edit mode in sync is <<<<OFF>>>>< Select the desired uv's to move and click the appropriate buttons to move it. Incase of blender placing the objects in the wrong place, make sure your in the correct mode. Also 8 directional buttons have been provided that allow directional control Disclaimer: I'm not resposinble for this tool altering your data in unexpexted fashions, please make use of the designed software feature's that are called "Save"
  5. ik weet een oplossing, maar het is geen 'legale'. Iso software installeren en een iso gebruiken van je CD ipv de fysieke Ene de klantendienst gaat je hierbij niet kunen helpen, aangezien je hen letterlijk vraagt hoe hun beveiliging te omzeilen ?
  6. per map, en het zijn enkele spline's dat je moet er uit halen. Dwz dat die mappen ook MP niet meer zullen bruikbaar zijn, aangezien het een unieke map wordt
  7. 2019-07-10 18:54 dataS/scripts/placeables/Placeable.lua(1224) : attempt to index local 'storeItem' (a nil value) store item is niet ingevuld / correct gespeld. Case sensitive misschien ?
  8. @marwin doe dit niet, veel te veel werk. Hernoem gewoon je mods folder tijdelijk ? en zet hem dan weer origineel na het testen
  9. log lezen en plaatsen ( in spoilers ? )
  10. Version 1.0.0


    Tool provided bij Giants Software
  11. @rubino wat @DeBeugels bedoeld is dat er een timestamp staat met datum en uurvermelding op vorige posten , best eerst het topic lezen en indien een redelijke tijdspanne is verstreken, update's vragen ?
  12. hoezoe moeilijk ? nu kan je letterlijk met 12 karakters iets van kleur veranderen ?
  13. material in de xml of een van de 10 kleurvakken in het materiaal in de i3d en natuurlijk is dat mod afhankelijk ?
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