Hi. I am looking for some complex information about the billboard trees export and set-up process for RF2. I am quite new in RF2 tracks development, so far I learn enought to make my first track work well, however, the trees and they persistence to keep stay with no rotation (sick!) is something that still I have to struggle with.
In my export process I am using Blender, 3dsimed and gMotor2.5.
So, I have some questions.
What is the proper way to export the trees from blender?
And then what shall I do in 3dsimed?
So far even if I was following some instructions founded here and on the other forums, I couldn't to set trees rotating to the player's view...
In 3dsimed - exploding models, set rgba to 254 or 90, and using T1 stamp vertex shader is not doing enything for me...
Can someone please point me to the right direction?
Thank you in advance.
In my export process I am using Blender, 3dsimed and gMotor2.5.
So, I have some questions.
What is the proper way to export the trees from blender?
And then what shall I do in 3dsimed?
So far even if I was following some instructions founded here and on the other forums, I couldn't to set trees rotating to the player's view...
In 3dsimed - exploding models, set rgba to 254 or 90, and using T1 stamp vertex shader is not doing enything for me...
Can someone please point me to the right direction?
Thank you in advance.