A custom 3d asset: is this possible yet?
Posted: Sun Sep 16, 2012 11:21 pm
When I define cube shaped FBX model as the base of a cloned object ~which is all the 'custom models' page says to do (I think), I get a file not found error for a .model file of the same name. (And this crashes the editor too, when I attempt to place the object).
IE. referencing test_Cube.fbx causes a file not found error for test_Cube.model
Is the model file required (obviously is
), and how do I create one? Does this have to wait for a 3rd party export script?
** As an experiment, I copied a valid model file to the asset location and renamed it (just to see if the editor would find the .model file); it did not. This is what I put in Object.lua... does this have a mistake?
(My FBX mesh is in a folder in the mod directory '\mod_assets\models\wall_sets\dungeon\' )
IE. referencing test_Cube.fbx causes a file not found error for test_Cube.model
Is the model file required (obviously is
** As an experiment, I copied a valid model file to the asset location and renamed it (just to see if the editor would find the .model file); it did not. This is what I put in Object.lua... does this have a mistake?
(My FBX mesh is in a folder in the mod directory '\mod_assets\models\wall_sets\dungeon\' )
Code: Select all
-- This file has been generated by Dungeon Editor beta-1.2.7
-- TODO: place your custom dungeon object definitions here
cloneObject{
name = "Test Cube Door",
baseObject = "dungeon_door_metal",
model = "mod_assets/models/wall_sets/dungeon/test_Cube.fbx"
}