Post your .Pie XboxJosh and I'll cut a slice - have a look.... maybe it just needs a dollop of whip cream.
Regards, whip





Yes.whippersnapper wrote:Hmmm.... how did you generate that .pie ? 3ds 2 pie converter ?
In SketchUp there was no texture; that could be the problem.whippersnapper wrote:there was no file type referent for the texture page in the .pie

There is truth in all that so it would be foolish to argue those points.... however, it is NOT the whole truth - certainly not in the SF game world year of 2100+ and what can be made credible via Hard Sci Fi tropes. I can definitely make 2100+ WZ APC's viable without scaling back Borg propulsion. But seeing is believing and when hard-shell Turtles start seeing their lovely crafted fortress bases being ripped to shreds from the inside-out then your PoV will, maybe, have to be re-considered - or not. In the greater scheme of things it's not of any real consequence one way or another as far as I can see.Corporal Punishment wrote:First of all: I like the Idea of having APCs. Here's my two cents on it: The point in having APCs in the real world is that vehicles are faster than men. In WZ, cyborgs can keep pace with just about anything. Giving players a reason for using such ground transports would involve slowing cyborgs down in relation to vehicles.

Rebalancing the game to make cyborgs slow would be difficult, but Super Cyborgs are already slow enough to take advantage of transports. A hovering transport could also ferry borgs across lakes.Corporal Punishment wrote:First of all: I like the Idea of having APCs. Here's my two cents on it: The point in having APCs in the real world is that vehicles are faster than men. In WZ, cyborgs can keep pace with just about anything. Giving players a reason for using such ground transports would involve slowing cyborgs down in relation to vehicles.



I opened it in Carrara, this is all I got:XboxJosh wrote:Anybody? Any luck?




I don't know what's up with the stderr.txt, but I found a problem with the .PIE itself: It's HUGEXboxJosh wrote:Success! ... kinda...![]()
Due to some great advice by XANAX (thanks btw), I've been able to semi-successfully export my .PIE from Blender.
However, the exporter seems to choke up on the textures.
stderr.txt says something about texture heights; though I have no idea what it's talking about
.PIE, stderr, and .RPT attached


import a unit for comparison it helpXboxJosh wrote:Yeah, I knew it was huge; thought I'd fixed that (I scaled it by 0.001 in Blender but apparently that wasn't enough)