You need to also adjust the y or z position. Here is a basic sine wave example: wave_amplitude = 60 wave_width = 10 x_position = 0 for i = 1 to 360…
Yep, the easiest solution here is to wrap your code into a function and then pass it like this: fn draw_safeframes = ( — gw code here ) — Register…
You don’t have to use RolloutCreator, but I think it pretty much does the same thing as I’m about to example anyway. RolloutCreator just puts all of …
Ahh, I didn鈥檛 realize you were doing this with two seperate structs. I must have missed that. The Descent 4 discussion pops up from time to time her…
Just trying to get a grasp of the code you are trying to execute here. Would you say this example is relevant? struct test ( var = false, fn up…
Works out okay for me. Here is the quick example I made: fn myFunction &myVar = ( myVar = true ) struct test ( var = false, fn in…
You can create a new named selection set by doing this: selectionSets[“my set name”] = nodeArray; Whether that works in sub-object mode, no idea.
This wouldn’t be hard to do. You could just loop through all the INodes and get the diffuse map off each one. While your processing that, if the dif…
Using try/catch for this situation is the only way I’ve been able to trap it. Doing something like, if blah == undefined won’t stop mxs from bailing….
There isn’t really a concept of a ‘diffuse channel’ in shaders. There are what’s called texture samplers. An easy way to find bitmaps in a DX9 shader …
Shorter version: fn compare a b &bool = ( if a.count != b.count do ( bool = false ) for i = 1 to a.count do ( — Test for nested…
This is typically done by writing the size/position out to a .ini file and then read in when the dialog is opened. Look up get/setINISetting in the m…