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Unity 2017 dark skin ihex12/29/2023 In the meantime, we hope you enjoy these images, and feedback is appreciated - let us know what you think! The game is currently in the early stages of development, but we aim to release regular updates and further information as we progress, building toward our Kickstarter campaign later this year. Lead by the valiant knight Varendor and the enigmatic android MIERA, the CeleSteel will battle across desolate deserts, decaying toxic wastes and crumbling city streets through 9 thrilling levels of relentless action, taking on marauding punks, mutants and hideous monsters, as they strive to drive back the forces of darkness threatening the last vestiges of humanity.įeaturing a full 12 playable characters (more details to come) based upon the Western Zodiac, each possesses a wide selection of moves including combos, special moves, grapples and supers, and covers playstyles ranging from the lightning fast but fragile martial arts twins Jem and Eli, to the slow movement but crushing power of the heavily armoured giant Mamagi. Styled in a similar vein to 80s action cartoons such as He-Man, Thundercats and Galaxy Rangers, the game centres around the order of CelesSteel, a group of heroes chosen by the star gods following an apocalypic catastrophe, to save the dying world of Gaiamor. Hello gamers, we at Retrolution Games are proud to announce our very first project, 'CelesSteel', an old school side scrolling beat 'em up/hack and slash coded in Unity, intended for a PC release via Steam. I have been able to export a mesh that consists of the same geometry without any blendshapes attached.Support the CelesSteel franchises development on Patreon! My best guess is this is happening on meshes with blendshapes. I have been able to export a mesh that consists of the same geometry without any blendshapes attached. I'm currently using version 1.3.0 in Unreal 5.6.3p1. I'm hoping that I'm just doing something silly. I'm not getting any errors or useful output to the console unfortunately otherwise I would include it. I've tried using different formats but each time I get the same result. This occurs when trying to export via the API as well. "Directional Light" and "Main Camera" also appear to only be empty transforms. The file has "Directional Light" and "Main Camera" but nothing for the prefab in the scene. This also occurs when exporting using "Export Entire Scene as Fbx". The fbx file created is only 4kb in size and does not contain any meshes. I create an instance of the prefab in my scene, select it and click "Export Selected Object(s) as a single Fbx". I am attempting to export a prefab that consists of a mesh with blendshapes. If you have any further suggestions or feature request please let me know. If you know what format you want me to export this in please let me know. But my problem is that there is no standard way to handle lightmapping, so I'm not sure I can get third party tools to support this. This is commonly requested so I want to do it. (I would just need to link the mac fbx sdk instead of the linux fbx sdk) Even if the linux version doesn't work on mac I do expect the actual code to be identical. I want to support mac but I don't have a mac, I'm hoping the linux. ![]() There are a few features that I want to add but that I dare not promiseįbx uses a different coordinate system, and the order of axis is also different so I dare not make a promise for this one, but I'll certainly give it a try It would make exporting of Skinned Meshes a lot cleaner to export their T-Pose. The primary reason for adding Linux support is that I expect this will also work on Mac Unity 2017.1 now imports Lights so it makes sense to Export them Unity 2017.1 now imports Cameras so it makes sense to Export them.Įdit: 2017.1 is out so I'm gonna look at this one "soon(tm)" Requested by Thor, dunno why I didn't think of this before, it should be quite trivial.Įdit: Turned out it wasn't quite trivial, I'm back to the drawing board on how to achieve this, but I'll get it done. There are a few features that I plan to add to the Fbx Exporter.
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