Separate names with a comma.
Just found a typo in "moonhawk_innerfenders.jbeam" > "moonhawk_innerfender_FL": "nodes": [ ["id", "posX", "posY", "posZ"],...
Re: Real-Time Vehicle Editor Thanks a lot Gabester. You also helped me see clearer on those things. Now I know why sections can contain...
Re: Real-Time Vehicle Editor Thaks a lot for the time you took to reply here. That will definitely help. Concerning the nodes I guess those RoR...
Re: Real-Time Vehicle Editor Ok thanks I see it more clearly now. I won't start saying that I will make that kind of editing possible and anyways...
Re: Real-Time Vehicle Editor Are you talking about some in-game editor ? Because this is not what it is sorry. This has an in-editor game...
J'en profite pour répondre aussi tiens ;). Perso je ne crée pas des véhicules de toute pièce mais je passe beaucoup de temps sur mon éditeur que...
Re: Real-Time Vehicle Editor Thanks for your reply. You see I need to extract the data in a logical way. I build classes out of that and once...
Ok I will do that when I get the time.
Re: Real-Time Vehicle Editor Still working on this. Having some hard time trying to figure out the whole syntax: what is allowed and what is not,...
Do you have any errors in your console ? (in-game, open with ' or ´ or `or maybe another one based on your keyboard settings). If so could you...
That's not about harm. That's about knowing if removing them would do harm. I'm trying to decide how to organize the beam section in my editor....
Alright this is gonna be pretty straightforward. Can anyone please just confirm that the first line is useless in the following jbeam sample (as...
Re: Real-Time Vehicle Editor UI overview - Part 2Alright I can finally give you some concrete overview of vehicle edition. This video contains...
Lol sorry for not being clear enough. So let me confirm what the others already said. The [game path] (as I mentioned) is the folder containing...
Re: Real-Time Vehicle Editor UI overview - Part 1This is a short overview of what my main form could look like (naked from controls currently,...
Re: Real-Time Vehicle Editor UPDATE I'm done with reading and saving nearly everything. I think I still only need to take care of hubWheels and...
Re: Real-Time Vehicle Editor I figured how to completely save beams correctly and took care of "FLT_MAX" wherever it applies. Flexbodies done too...
Quick question about beams... Can somebody tell me if doing this: {"beamSpring":0,"beamDamp":0,"beamDeform":240000,"beamStrength":"FLT_MAX"}, is...
Re: Real-Time Vehicle Editor Update I started working on the saving today and so far I've got the following parts saving correctly: information...
Re: Real-Time Vehicle Editor It's written in C# under .NET framework 4.5. To integrate the game I made a control that can launch and integrate...