#START - Procedural parts
1 messages · Page 1 of 1 (latest)
Cylinders are cool
Very cool
it's not much, but it's starting to look like a fuel tank at least
is that all procedural?
nope not at all lmao
for now I've just been learning the very basics of modeling and texturing, really
I'm having such a hard time getting anywhere close to the stock uncolored metal texture with Substance Painter

looking very nice so far!
having some weird issues, for example the attach nodes, the tank is 3.75m high, like the stock 2v_1x4 tank
the origin is in the center of the tank, and I have the nodes set up exactly like the stock part
and it looks fine in the editor
but then in-game there's a gap for some reason
and the paint layers look great
but unpainted it looks like this
ahh how dumb, sorry, completely overlooked that
any idea what could be wrong with the attachment nodes?
hmmm
i mean thats just them being badly positioned
the gizmo is a bit misleading
thus me asking cheese to add an option to make them automatically
but I can't see how, since numerically it fits perfectly
3.75 length and nodes at 1.875 and -1.875
check if any of the game objects are scaled
other than that it's starting to actually look decent!
nope, everything is scaled 1x1x1
even the empty ones?
huh
well i mean, the nodes usually clip a bit into the parts
cuz ie the stock tanks have a bevel on top and bottom
and other parts have other things
its usually good practive to add that bevel
so that even if parts dont connect perfectyl, you dont see though the conneciton
I added it to both the outside and inside edges at first, but then I removed it from the outer ones because I wasn't sure how it will look when stack attached
hm, there is a slight height difference, but that's really just the bevel, the gap I see in game is much larger
another day, another annoying hard-to-find bug

I think I just wasn't meant to make parts lmao
huh
the bevel im talking about is the one on the top
and bottom
either way, the problem is more with the node position
ie rockomax (2.5m tank)
but yeah, you also have to remember that the meshes can be scaled on unity
that doesnt reflect on the mesh
only on the instantiated game object
I still don't get it, the parts are the same height and diameter in both 3DS Max and in game
but the same node offsets don't give the same results
this one
i mean either your part is being scaled when instantiated
or smth else
check with unity explorer
where the nodes are
and the local scale of the part
the thing is
wait
can you show me your json?
what was it? xD
the JSON?
it doesnt create the json tho
yeah that was the issue
yeah that no, but i think it can be done
lmao
you begin to get a routine of every change you do on the root part you create a new json dw xD
basically, changes on the root part (literally anything you do) you need to create a new json
smh so dumb, I still don't like that the information is duplicated on both the prefab and the json
changes on everything else you need to override the prefab
but yeah this was my fault for forgetting xD
well, i mean im pretty sure that for them it would be ok to work only with prefabs


