bestdani
VisitorMember since Dec 24, 2017
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The Official Scripting Ask Thread
^^ But that's a different situation then, all users that have the default settings would still have to press the mouse button. The script should rather query if the Next Train Button (which is T by default) has been pres...
Exporting NL2
Actually light pattern objects should already have a unwrapped UV map that is used to display the light pattern animations on it, so there should be no need to unwrap it again in blender unless you want something very sp...
Exporting NL2
When I remember correctly I mentioned it already where I mentioned that it is possible, but if not, you have to enable the import / export Addon for LightWave Objects:

The Official 3D Modeling Thread (Ask, Showcase, etc.)
Yeah I'm astonished myself sometimes what you can do with a flat plane by just using a color, normal and roughness map That's why I tend to say that textures are often much more important than the geometry for game objec...

The Official 3D Modeling Thread (Ask, Showcase, etc.)
^^ This looks promising, I'd suggest you also try to apply some textures soon. Here are some great tutorials and explanations about the materials in general and specifically in NoLimits 2, where many things are explained...

Daniel's NL2 Stuff - NEW: Convert Images to Objects!
Hello, I have just published my little Telemetry Client library for Python for the NoLimits 2 Telemetry Server. If you have no clue what this is about: NL2 provides a server for communication with other applications over...

The Official Scripting Ask Thread
Provided that your script queried a SceneObjectLight named light somewhere on its initialization you can for example just do this every frame: light.setEnabled(Button.isPressed(Button.ACTION) && sim.getCurSunElevation()...
The "What Did You Just Do In NoLimits" Thread
I stumbled over some promising grass textures when I remembered that I was not so convinced by NL2's default complex terrain, so this happened:

The Official 3D Modeling Thread (Ask, Showcase, etc.)
For displaying Matcaps in the Viewport, this makes no difference. And now try to bake a Displacement or Derivative Map with Cycles ;-)
