Mortal Monkey on 12/6/2004 at 23:30
Quote Posted by Fidcal
HOW DO I MOVE A POINT?
Make sure you're working on a mesh (
Build > Convert to mesh) ;)
Quote Posted by mopgoblin
(and squares, pentagons etc will be split into triangles, meaning more polygons than Anim8or reports)
Not neccessarily. Running BSP with <font face="Times New Roman" size="+">-l0</font> causes very few polygons to split. Don't use with
REPLACE# textures though, or they may not show up propperly.
Yandros on 13/6/2004 at 03:20
:wot: That's an awesome lamp, Eshaktaar...
Sluggs on 13/6/2004 at 06:06
It most certainly is! :wot: :thumb: :thumb: Excellent texture work too! You've made me want to make one of those now, ye taffer! :joke: Obviously it'll be nowhere as good as yours. That's a professional effort is that. Best freakin' object i've seen yet!
Fidcal on 13/6/2004 at 07:53
HOW DO I MOVE A POINT?
Thanks Sluggs and Mortal Monkey but I still can't get this to work. I started a new project and just made a line with three dots and it works with that but not on my main project. This is what I did exactly...
Highlight the whole object
Build > convert to mesh (think it already was but just to make sure)
Hit 3 dots button then big arrow lower down
Selected one dot in the object. It highlights OK.
Select vertical cross with arrows on end just below big arrow.
Try to left drag dot but it just won't move.
I must have something else different but don't know what. I can't see any setting different between this project and the temporary test project. Could there be something that locks off a mesh somehow like a write-protect?
Mortal Monkey on 13/6/2004 at 08:34
O yeh, make sure it's not grouped either.
Eshaktaar on 13/6/2004 at 10:25
This (
http://planetunreal.com/phalanx/tut's/tutorial_vertex.htm) article about Vertex Lighting is worth a read, even though it's for UT2k3.
Thief uses vertex lighting for objects, as well, and that's why some objects look rather odd in game, depending on how they are illuminated. For example desks and tables get brighter and darker when you look at them from different angles. The effect is very apparent because the large top surface only consists of two triangles. If one corner is closer to a light source than the others, an ugly gradient from light to dark appears.
To prevent this, you can either split up a large surface to have more polygons, or you can create textures that already look like they're being lighted (texture baking).
If ever there's a T3 editor, this'll be very essential when making custom objects (static meshes).
Sluggs on 13/6/2004 at 11:50
Thanx for that info. I'll remember that. BTW, i just finished this lamp about an hour ago. OK, it's not great but you have to start somewhere! ;)
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/c-lamp.jpg It's just a modified version of my Ball light with a shade added to it. I'm going to have a go at one of those desk lamps now! :cheeky:
[EDIT] Well i was until i came up with this
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/shade.jpg - now i want to continue with it! :tsktsk: (Don't worry, it'll have a nice glass texture soon) I fear we're turning Thief into a different game altogether! [/EDIT]
Fidcal on 13/6/2004 at 15:58
Quote Posted by Mortal Monkey
O yeh, make sure it's not grouped either.
Thanks, that's what it was - Build > ungroup of the whole object freed the point for moving. I must read the instructions one day... But not today. :cheeky: