Sluggs on 24/8/2004 at 20:55
Depends on the objects. For the beds, i started with a 12 sided cylinder, :wot: , and bent it 180 degrees to make the first curved tube. Then i made 3 straight cylinders, and used those for the other parts of the headboard. I joined them all up to make a single object, the headboard. Then i made another long cylinder for the bed then i copied each object, grouped the rest together, rotated the grouped object, and pasted the copied parts individually until i built up the frame. Then i made another cylinder for the matress support, rotated it 45 degrees, copied it over to the other side of the bed and for the actual support, i selected one side of each of the support cylinders and then bridged them together to form the main support in the center. To make the matress, i used the same model and extruded the top of the matress support.
For the bench model, i created a triangle spline and extruded it to create the leg object. I then made the seat and lined the legs up with that and then joined them up to make a single object. I then created the support under the bench and then placed that in the correct position and joined that up with the rest.
Many objects can be created from a single cube or sphere by extruding and resizing like you said. I depends what you want to make really.
IIRC, my compass was made entirely by extruding.
NeKoeNMa on 1/9/2004 at 18:22
The 3ds2bin program isn't working for me... It gives this error:
Component 'Comdlg2.ocx' os one of its dependencies not correctly registered: a file is missing or invalid.
:confused:
Yandros on 1/9/2004 at 21:42
Nice stool, sluggs! We're in desperate need, the ones in T2 stink. I have a great use for those in DCE1!
NeKoeNMa, sorry, I can't help you there.
Yandros on 2/9/2004 at 02:49
A very quick attempt at a Victorian style table... NV, I'm not.
Inline Image:
http://home.insightbb.com/~yandros/temp/temp_files/table01.jpg Shadowspawn pointed me to a tool to check out that may let me port from .pov all the way to .3ds, so maybe I'll get an object into Thief some day.
Sluggs on 2/9/2004 at 04:05
Bleh indeed! :sly: :thumb:
Ottoj55 on 2/9/2004 at 16:10
i'm making a new spot light with an attached light beam to save on objects, i have the beam object added in anim8or and i gave it a texture, in the .e file i set the transparency, but in game i get a white cone where i expect the shaft to be, how are you setting up the light beams to look good?
my texture settings:
1,"material01",,TMAP "kityell.gif",0,TRANSP 95;
2,""Material4"",,RGB 254,0,0,TRANSP 50;
3,""Material3"",,TMAP "RUSTBB.gif",100,TRANSP 0,ILLUM 100;
4,""Material2"",,TMAP "RUSTTURB.gif",0,TRANSP 0;
5,""Material1"",,TMAP "BRACK.gif",0,TRANSP 0;
6," -- default --",,RGB 224,224,224,TRANSP 0;
material01 is the shaft texture.
also i get nothing when setting the alpha through dromed, looks the same with 0 as 100.
Eshaktaar on 2/9/2004 at 17:55
I made a similar spotlight (the mechanist one) with the light beam included. The material is set up like this:
8,"8 - Default",PHONG,TMAP "WHTGRAD.GIF",100,TRANSP 10,DBL,ILLUM 100;
I guess that you've set the transparency too low (high?) which makes the shaft almost opaque. With ILLUM 100 the shaft glows on its own (with Renderer->Self Illumination set to 1.00) as long as the light is turned on.
Ottoj55 on 2/9/2004 at 20:24
thanks, but still not doing it, its white and it should be yellow and see throughish, i've never gotten transparency to work in anim8or