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- Larger files tend to not generate properly, even though the obj is fine, fixable by splitting into multiple parts the original .obj onto a controller
-Sometimes, the global mesh resizer just makes the model disappear if not equal to 1, no idea if this is a clientside issue, retry-ing in console fixed it
it's not really a problem in itself, as you can just trim the models using bisects and split into multiple objs, decimate geometry and such. but i thought i'd be worth mentionning
and i know that server already had an issue generating models once before, due to a conflicting addon
they told me they fixed that but they never told me what the addon was
^https://steamcommunity.com/sharedfiles/filedetails/?id=1682280734
models/meem/gauge/ugauge1.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=1223204567
models/zexciv_train_stuff/misc/details/panels.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=2001514088
models/zexciv_train_stuff/misc/p2m_frames/frame_end_connector_2a.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=2205061794
models/unionsparts/dome6.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=727067695
models/gsgtrainprops/parts/grabs_n_ladders/grab_iron.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=276309010
models/anytrains/props/detail/grabiron_1.mdl
^https://steamcommunity.com/sharedfiles/filedetails/?id=1839466548
In all the models I listed typically every other model in the addon also breaks by having the wrong angle or scale when P2M'd, fixing these addons would be awesome. Thank you whenever you can.
models/props_bts/fan01_small.mdl
rotated 90 degrees wrong (https://imgur.com/a/WrApOHY)
ACF3 when p2m'd seems to have bodygroup issues.
https://github.com/spacebuild/sbep/
I ran into two problems in your addon :
- Its own model from a Blender. I tried changing the export settings .0bj, but as a result - sharp edges disappear. There is a "Mark sharp" fu nction in the blender, but for some reason, no matter what export settings I use, the model in P2M cannot have such an effect of sharp corners. I tried to check the box for "render_smooth", but the shading turns out to be either too smooth, or too many faces turn out to be sharp. I even tried to apply the "EdgeSplit" modifier, this worked in the TabletopSimulator when exporting to .obj, but this also did not work.
- The second problem is that whatever settings scale, range and position I have not changed - after application - they return to default. I can't even change the controller's material.
- I am grateful in advance for your answer.
Best wishes, Ancient Orc.
p2m generates its own normals ingame to save space, it does not use the uv coords, normals, edges, lines, curves, face groups, or anything else from the obj format other than the vertex locations and indices
you need to press enter after changing a value, the text should change colors after that