do you have a alpha in your texture
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Quote from: 𝖙𝖋𝖈 on February 20, 2021, 07:27:24 PMi thought that to. i am using blender and have the orgin set at zero do i need the object at zero also or where it is located on my trackQuote from: suzuki98 on February 20, 2021, 05:15:37 PMworking on a tower object for supercross that i want the sign to spin and no matter what i try i can get it to rotate but not spin where it is standing.
Sounds to me like an origin problem. It will rotate around the objects origin. In blender you can move the origin easily, not sure about other software..
Quote from: PiBoSo on January 17, 2020, 11:13:43 PMworking on a tower object for supercross that i want the sign to spin and no matter what i try i can get it to rotate but not spin where it is standing.Quote from: Niko Mouk on January 16, 2020, 08:54:01 AMDevelopers, I got to push on this request, we need it for some cool scenes.
First of all, the object must be exported as EDF in the track folder.
Then, the SCR file of the track must be edited or created ( using the folder name as filename ).
Example SCR file that adds a rotating object ( obj2 ), using "Nevada_18" as the base:obj0
{
flag = 1
name = *flag_country_big.edf
paint = flag_usa.pnt
data = flag.cfg
pos = 98.09, 25, 55.93
}
obj1
{
flag = 1
name = *flag_country_big.edf
paint = flag_usa.pnt
data = flag.cfg
pos = 98.09, 25, 76.93
}
obj2
{
name = filename.edf
rot_axis = 1, 0, 0
rot_time = 5000
pos = 100, 10, 60
rot = 90, 0, 0
radius = 10
}
The three parameters of "rot_axis" and "pos" are X, Y, Z where X+ is right, Y+ is up and Z+ is forward, looking at the map in TrackEd.
"rot_time" is the time, in milliseconds, to complete a full turn.
"rot" sets the local pitch, yaw and roll rotations of the object.
"radius" is the radius, in meters, of the turn. Zero means that the object rotates around itself.

Quote from: iNsane | WW on November 19, 2020, 04:22:04 PMthank you will give that a try when I get home tonightQuote from: suzuki98 on November 19, 2020, 04:07:25 PMrmz_livery.tga
Please compare again.
The template is rmz.psd ... so it has to be rmz.tga
The SXF template is sxf_livery.psd ... that has to turn int sxf_livery.tga
Quote from: iNsane | WW on November 19, 2020, 09:19:25 AMI have read that and named it rmz_livery.tga and name shows in game but the skin does not. I packed it with the tool and no skin shows in game would really appreciate helpQuote from: suzuki98 on November 19, 2020, 07:04:27 AMI am in the process of skinning the 2020 oem rmz450 and I am not sure what to name it. I can get the name I want it to be in game but the skin is not on the bike just the stock skin. What does the tga need to be named?
http://forum.mx-bikes.com/index.php?topic=3455.0#post_psds
Please read below "PSDs"