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After updating my bow model and adding it via the module system to a test module. I can't see my bow when I equipt it, but I can see it before I equipt it on my back and in my inventory.
It also becomes visible when I drop it.
Never seen this bug before, wondering if anyone can shed some light? (might just be 3dsmax derping on me again)
I have been successful before getting my bow into the game, I've just changed the uv map and re exported.
Thanks for any help
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Vertex animation, and ixmesh_carry if you have a carry flag specified.
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09-01-2013, 09:40 PM
(This post was last modified: 09-01-2013, 09:54 PM by Senni.)
interesting, but it uses the same 'code' as the working predecessor. And that still works, both carry on back, both vertex animations.
Any way round it if it is as you say?
I don't currently have a ixmesh_carry (just itcf_carry_sword_back)
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Post the code and upload the BRF
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http://dl.dropbox.com/u/102341596/bowdif11.dds
http://dl.dropbox.com/u/102341596/bownorm11.dds
http://dl.dropbox.com/u/102341596/bowspec11.dds
http://dl.dropbox.com/u/102341596/senni_bow.brf
["Moonsplitter", "Moonsplitter", [("sennibow",0)], itp_type_bow |itp_primary|itp_two_handed ,itcf_shoot_bow|itcf_carry_sword_back, 0 , weight(1)|difficulty(0)|spd_rtng(80) | shoot_speed(70) | thrust_damage(50 , pierce ),imodbits_bow ],
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"sennibow"
That is the reason why it don't want to work.
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lies!
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Looks fine to me (go fix the vertex timing to 0, 43, 100, 200).
Except for the whole bowstring in the chest thing. Fix the position on the last frame (#3)
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Forgot about those timings, stopped doing them on the 3rd attempt
.
weird, I was using the hurricane as a template for how far to go back, guess that's fodged too.
So I guess the bug will go unsolved D:, must be something I've done in my module system :/
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11-01-2013, 04:24 AM
(This post was last modified: 11-01-2013, 06:16 AM by ughgh.)
Well it's working in my screenshot, here's the
upload? Too lazy to move the end of the string so I just shrunk it by about 90%