[Solved] Can't get Runtime Materials or Action Object working on replacement model
Posted: Thu May 14, 2020 11:04 pm
I am trying to replace a portcullis model in the game but I can't get it to work properly with the Runtime Materials script or Action Object component. I have attached the model and prefab I've created as well as a save game you can use to test this:
the images TheLacus added, it looks like he also did something to remove the material from the model (making it turn purple) but at the same time, I see that the material is still attached. I haven't been able to replicate this.
The second problem is that this model is supposed to rise when a nearby switch is activated (in this case, the wheel attached to the wall. The original model does so but my replacement model does not. First, I tried just creating a prefab without attaching any other components to it, since this worked when I replaced a trapdoor in a different area (and I'm under the impression that the engine automatically assigns these things). Next, I tried attaching the Daggerfall Action script. After that, I tried looking at the original model in the inspector, listed all of the components attached to that model and their settings and then configured my new model's prefab in exactly the same way. In all three cases, there was no change. The new model does not move when activated by the wheel.
Please can someone help me figure out what I've done wrong? Thanks.
The first problem is Runtime Materials. I attached the Runtime Materials script to my prefab and filled in the textboxes with the required numbers. I have also not assigned any materials through the inspector. However, the models ingame are still using the original game's textures. Looking at The second problem is that this model is supposed to rise when a nearby switch is activated (in this case, the wheel attached to the wall. The original model does so but my replacement model does not. First, I tried just creating a prefab without attaching any other components to it, since this worked when I replaced a trapdoor in a different area (and I'm under the impression that the engine automatically assigns these things). Next, I tried attaching the Daggerfall Action script. After that, I tried looking at the original model in the inspector, listed all of the components attached to that model and their settings and then configured my new model's prefab in exactly the same way. In all three cases, there was no change. The new model does not move when activated by the wheel.
Please can someone help me figure out what I've done wrong? Thanks.