Schwaa2 on 15/9/2011 at 20:22
3dsMax lets you choose unit scale. So it can get complicated using different engines. Some engines are metric, some standard, some just accept 'generic' units which is also a choice.
R Soul on 15/10/2012 at 13:57
The torch cycles through several models. Have a look at its Tweq > Models property. Each model has a slightly different flame shape, so the cycling creates the illusion of movement.
Gecko on 15/10/2012 at 14:18
Ah, okay! Thank you R Soul.
i have no idea what i've to do. Is it difficult to fix that problem? :confused:
LarryG on 15/10/2012 at 15:21
There are 6 torch models and you must change them all.
Gecko on 15/10/2012 at 15:45
Ha! Of course ... :idea: thx!!!
Albert on 15/10/2012 at 15:49
Stupid question, but has anyone ever used Blender in FM building? Anim8or is pretty good for what it is, but I think Blender is far in a way more evolved. And it might have better texturing capability, from what I've seen.
Just saying that it's a good alternative, is all. It's only 10-15MB larger, for starters. And all other sorts of things... Plus the fact that I know how to use it better. :p
Ottoj55 on 17/10/2012 at 22:45
or, like i did, you can stop the model tweak and use a single model for the torch, relying on a particle effect flame rather than that crappy model flame thing.
Xorak on 20/10/2012 at 22:41
I was having trouble with Blender. I've never been able to actually export anything using Dark Exporter. I select .bin as the export type, and choose where to save it, but it never creates the .bin file in the directory. Did I forget to mount part of the add-on?
And if I export as .3ds I can't get the textures to actually show up when I use 3ds->bin. I have the Dark GFX Converter script mounted as well, but not sure what to do with it.
Is there a better readme at all for the darkexporter?