Ottoj55 on 28/3/2009 at 04:05
your on the right track in that shot, use edit>detach faces with the faces you have selected, those faces will become their own mesh now, delete the other mesh, you won't need it.
crazy4coasters on 31/3/2009 at 01:00
Yes thankyou for the help. I figured out what my prob was.
I was making the modifier vertical but what i missed was that it should be in the same direction as the stem!!! Then it worked fianlly!
Also, does anyone know if you can make games with anim8or?
Zontik on 31/3/2009 at 11:14
I guess it won't be any easier than making nice furniture, street lamps and musical instruments in DromEd.
Zontik on 3/4/2009 at 12:19
Is it possible to save 'Smooth angle' value while exporting from A8 into 3DS?
In common, what technology do you use to make models smoother? Side programs/converters maybe? Or just leave models 'as is'?
R Soul on 3/4/2009 at 14:25
The smooth angle is for Anim8or only, but in NV's conversion program, for each material you can select 'Phong' from the 'Shader' column.
If you can't use NV's program, you can edit the .e file manually before converting it to .bin:
The .e file starts with something like this:
MATERIALS{
1,"Material0",,TMAP "barrel2.gif",0,TRANSP 0;
2,"Material1",,TMAP "barrel1.gif",0,TRANSP 0;
}
Between the two commas, insert Phong:
MATERIALS{
1,"Material0",PHONG,TMAP "barrel2.gif",0,TRANSP 0;
2,"Material1",PHONG,TMAP "barrel1.gif",0,TRANSP 0;
}
Edit: I'd also like to point out that UV mapping is much better in the current Beta version of Anim8or than in previous versions - you can select certain mapping types (cylindrical, spherical, but not cube for some reason), and the mapping doesn't automatically reset each time you enter UV mode.
Another improvement is the precision. It used to be that if you wanted precise control of the texture mapping you'd have to scale the object up by 10 or 100, map the texture, then scale it down again. Now you don't have to.
LarryG on 3/4/2009 at 15:04
What does that do?
Zontik on 6/4/2009 at 05:39
Thanks!!!
That UV reset and scaling > 100 > 0.01 always kills me.
Downloaded beta.
R Soul on 6/4/2009 at 14:31
Actually I remember someone saying Thief only supports Gouraud shading, and if BSP finds Phong, it sets the object to use Gouraud. I choose Phong mostly out of habit. If manually editing an .e file, it's easier to spell. :erg: