Fingernail on 18/6/2004 at 20:37
Uh-oh, looks like someone's been taffing around in my 'My Little Pony' collection cabinet.
The infra red obviously is no match for Sluggs.
Eshaktaar on 20/6/2004 at 00:54
Yes, it's the classic "banker lamp". You'll find a lot of them when image googling.
ZylonBane on 20/6/2004 at 01:22
That lamp is an excellent model, but I'm not sure I'd want to see it in an FM. It's such a distinctive design that it's clearly an artifact of our world, not the Thief world. It would be like finding the Mona Lisa hanging over someone's desk.
Eshaktaar on 20/6/2004 at 01:38
Agreed, it might be a bit too recognizable. I wanted to have something "modern" in the mission to show the transition from T1 closer to the Metal Age (where my FM takes place). Maybe I'll make some design changes.
ZylonBane on 20/6/2004 at 03:39
How about just replacing the pull chain with a push-button on the base, and changing the color of the hood?
Ottoj55 on 20/6/2004 at 05:33
texturing? the tutorial at anim8or.com sucks and the other i found uses a different program, how do i get a texture on in anim8or? i sent you a screen of the object sluggs, i made a small change, i removed the glass portion of the lamp so i can texture it separately from the metal parts. how do i get the texture on?
Sluggs on 20/6/2004 at 09:27
Yes, you would have ran into problems when texturing that object without breaking it down. I said start simple man! :tsktsk: :laff: Well i guess it's a simple object really but i meant something even more simpler! You did a great job with that.
Texturing an object, where to begin?
The best way i can think of to get ye going is this...
Firstly, make sure the part that needs texturing is square and central. This is a must for objects that need perfect alignment as in the sides and top of my new pedestal object, which was built in parts for easy texturing. It's not such a biggie with textures that don't need alignment.
Choose a material and apply it to the face(s) using the material editor.
It's best to select one side at a time, selecting more will stretch the texture over all of the selected sides and can become stretched. It all depends how it will look with the texture's you use.
Once you have your side(s) selected, goto: Settings/Component/Texture UV and select either Z, Y or Z, depending on which view you are in, and press OK. If you choose the wrong Axis, just go back and choose another Axis.
That's about it really, that's the way to go. Just experiment with it and you'll get the hang of it in no time.
BTW, dark textures, like wood, can be difficult to align because they are so dark and hard to see if you're aligning them correctly. If that's the case, just use a brighter texture and swap it for the desired texture afterwards.
To save you problems later, i'm letting you know how to centralize the final object before you export it.
Save your .an8 file first!!!
Secondly, if your object is in parts, select all the parts and goto: Build/Join Solids. This will join the parts up and create a single object. Next you'll need to centralize the object for Thief. Make sure the object is hilighted and then goto: Edit/Locate/Center about Origin. Now your object is perfectly central.
Can you still see it? Anyway, time to save it again as another .an8 file. (Save like you're a demented saver!) Now you can export it. If you can't see your object, bring it back into view by clicking on the button with the eye on it and pressing the bottom-left button, the one with a cube inside it. Not that you need to now as it's finished, but you may want to check it juuuuurst in case!
Good luck ye taffer! :thumb:
ZylonBane on 20/6/2004 at 13:50
Is it possible to get existing BINs into Anim8or, or does the process just go one way?
I was thinking about the warping-texture problem that some objects have when partially offscreen, most notably the picture frames. Someone suggested that this might be caused by polygons that use tiled textures. Anyone up to reworking a framed picture to use straight non-tiled mapping and see if that fixes the problem?