fix katana model
All checks were successful
studiorailgun/Renderer/pipeline/head This commit looks good

This commit is contained in:
austin 2024-08-13 18:12:19 -04:00
parent c8a2f1d035
commit 8d857f9027
6 changed files with 13 additions and 6 deletions

View File

@ -54,7 +54,7 @@
},
{
"itemId" : "Katana2H",
"modelPath" : "Models/items/weapons/katana1alt.fbx",
"modelPath" : "Models/items/weapons/katana1alt.glb",
"weaponData" : {
"weaponClass" : "sword2h",
"damage" : 10,
@ -91,7 +91,7 @@
"TARGETABLE",
"OUTLINE"
],
"idleAnim" : "Sword|Idle",
"idleAnim" : "Idle",
"collidable": {
"type" : "CUBE",
"dimension1" : 0.03,

Binary file not shown.

View File

@ -50,6 +50,12 @@
"diffuse" : "/Textures/katana1.png"
}
],
"Models/items/weapons/katana1alt.glb": [
{
"meshName" : "Cube.001",
"diffuse" : "/Textures/katana1.png"
}
],
"Models/tree1.fbx": [
{
"meshName" : "Cube.002",

View File

@ -10,11 +10,11 @@
Maybe a fade-out before deleting entity on death?
+ rearchitecture
Quad tree implementation to support grass placement and eventually chunk LOD management
+ fix the vibes
Attack animation feels slow
Stability
+ bug fixes
Katana is frustum culled incorrectly
Rendering pipelines are broken when the katana is not drawn
Fix grass rendering distance

View File

@ -557,6 +557,8 @@ Debounce attack collisions
Remove entities on death
Remove movement restriction on attack
Update frame data for first person 2h sword swing to align with third person better and make it feel snappier
Fix katana is frustum culled incorrectly
- This is because the data is incorrect (blender has an animation already applied, need to push down)
# TODO

View File

@ -207,11 +207,10 @@ public class ClientLoading {
Globals.clientScene.registerBehaviorTree(new ApplyRotationTree(cloudRing,new Quaterniond().rotationZ(0.0001)));
Globals.assetManager.queueOverrideMeshShader("Models/environment/cloudRing.fbx", "Sphere", "Shaders/skysphere/skysphere.vs", "Shaders/skysphere/skysphere.fs");
//player's cursor
Globals.playerCursor = EntityCreationUtils.createClientSpatialEntity();
EntityCreationUtils.makeEntityDrawable(Globals.playerCursor, "Models/basic/geometry/unitsphere_1.fbx");
EntityUtils.getScale(Globals.playerCursor).set(30f);
}
static void initDrawCellManager(){