Hello, i need help because i try to create a fence (without alpha for begin) with 3DS Max 2016. And my asset are succed compiled by Blueprint Editor but stay alway hidden in game (i see the object in list but not in physic). I don't understand why, because i respect all condition for generated a LoftTexDiff.fx correctly. - The Position of my object are X:0 Y:0 Z:0 - The pivot point are X:0 Y:0 Z:0 - The UVW wrap are positionned/turned in direction of Y - I've reset my 3D object with Xform and pass Editable Poly after before Compiled - The name of object are correct 1_1000_box01 - The material Editor are on ID 1 with object and UVW Wrap on channel 1 - I've renamed all material and texture TGA + ACE with the same name than my IGS file and XML file (see sreenshot) https://gyazo.com/99d19e192c28ddf50d32501e82a36e05 https://gyazo.com/3e29501eeeeba87b25ba9b69dce6a97e
Lofts only use the spline edge at zero on the x or y axis (cant remember which one now as been awhile since i made anything) so you shouldnt have a face on this axis. The rest of the model is used purely for texturing purposes, it looks like you have a 3d model there so as found out it wont work. It looks like the TS Developer Docs have gone awol again but I found the copies on Wayback Machine, have you had a look at this page before https://web.archive.org/web/2025031...rt-guidelines/procedural-lofted-geometry.html
ok i've follow the instruction and just create a simple plane with 3 polygons (Left/Top/Right) i've removed the face of bottom and 2xsmall side. Now when i test i see a blue box but not my fence in game.