I hereby claim:
- I am olie304 on github.
- I am olie304 (https://keybase.io/olie304) on keybase.
- I have a public key ASBlbMzlshmx5AMpY-neGe5Z8ChRIOIUos3d8HGkmyP91wo
To claim this, I am signing this object:
// https://github.com/olie304 | |
// Very rough and non-robust script for batch converting animations into XAnims. By default it handles converting SEAnims into xanim_bins | |
// Tested with Maya 2022, Requires: CoDMayaTools (https://github.com/LunaRyuko/CoDMayaTools) and SETools (https://github.com/dtzxporter/SETools). Make sure you download and build the pull requests that update each plugin for Maya 2022 and Python 3! | |
// $animPath should be a full, forward slashed, path to a directory with exclusively SEAnims. | |
// $outputPath is where the xanim_bins should be exported to | |
// Edit the import options in the `file -import -ty...` command in the script if needed. | |
// Open the Export XAnim tab in Call of Duty Tools and edit some of the settings if needed. Leave the window open! | |
{ | |
string $animPath = "C:/my/seanim/dir/"; |
using System; | |
using System.ComponentModel; | |
using I2.Loc; | |
using Oc; | |
using Oc.Achievements; | |
using Oc.AgingTest; | |
using Oc.Dungeon; | |
using Oc.Item; | |
using Oc.Item.UI; | |
using Oc.Maps; |
This allows you to apply decals to modded objects without the need of two seperate objects or the need of the editor. | |
You can even have more than one decal on a single object. | |
This is useful when your object is not part of the landscape and is something like a placeable object or a vehicle. | |
First setup an object like so: | |
Add the texture you want to use for the Decal to the workspace and name it "Decal". | |
Create an empty Game Object on the asset you want to include decals with, I am going to call it "DecalSystem" for this guide. | |
DecalSystem should have a BoxCollider on it. Anything that intersects the BoxCollider will have the Decal texture projected onto it. | |
Add two child Game Objects to DecalSystem named "Mesh" and "Decal". | |
Add a MeshRenderer and a MeshFilter with a plane to Mesh. |
/gr-symbolrate/lib/symbolrate_impl.cc: In static member function ‘static gr::symbolrate::symbolrate::sptr gr::symbolrate::symbolrate::make(float, float, float, bool)’: | |
/gr-symbolrate/lib/symbolrate_impl.cc:36:9: error: could not convert ‘gnuradio::get_initial_sptr(T*) [with T = gr::symbolrate::symbolrate_impl]()’ from ‘boost::shared_ptr<gr::symbolrate::symbolrate_impl>’ to ‘gr::symbolrate::symbolrate::sptr {aka std::shared_ptr<gr::symbolrate::symbolrate>}’ | |
return gnuradio::get_initial_sptr | |
~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
(new symbolrate_impl(samp_rate, valid_min, valid_max,logRates)); | |
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
I hereby claim:
To claim this, I am signing this object:
// All Credit goes to | |
// http://harrygodden.com/blog/?article=vrc-gridsnap | |
Shader "Terri/GridShaderUnlit" { | |
Properties { | |
_MainTex("Texture", 2 D) = "white" {} | |
_GridSize("Grid Size", Float) = 1.0 | |
_SnapDistance("Snap Distance", Float) = 2.0 | |
} | |
SubShader { |