Ottoj55 on 24/11/2004 at 20:10
i'll look but i also added them to the object, i'll likely just make and e file, change the textures and rebuild the bin.
Speesh on 24/11/2004 at 22:16
I'm trying to make a very simple model to start out with, even more so than the eggplant. I want to put the marble texture MarbWH.gif on it, but I can't figure out how to load it in. Can anyone tell me how to do it?
Ottoj55 on 24/11/2004 at 22:30
put the texture in the anim8or folder, hit options materials, select diffuse, then load texture. select it in the box above, hit ok.
Speesh on 24/11/2004 at 23:24
I finally got the texturing part done, now I just have to learn how to port it into Dromed. I used the eggplant tutorial as a basis and was able to create the shape in less than 5 minutes. Once I find out how to get it into Thief maybe I can try to do some better objects.
Inline Image:
http://img31.exs.cx/img31/7175/marblepillar.jpg
Ottoj55 on 24/11/2004 at 23:44
i do this, i put it in c:\temp with n3dsse and bsp, then in the run box i type c:\temp\n3ds2e object.3ds and c:\temp\bsp object.e if it comes out of bsp its good to go. if there is a uv error it will crash. then drop it into the obj folder, the textures into obj\txt16 and your set, make an object, change the shape to the new model name and is should work.
also be aware of scale, if the object is based on the eggplant it'll be huge in dromed, you have to scale things down in anim8or before exporting them. and always center the object around the origin.
Speesh on 25/11/2004 at 00:39
thanks, now I just have to figure out how to scale it properly. The first time I changed the model name it was microscopic.
Ottoj55 on 25/11/2004 at 01:19
build a cube and size it close to what you want, then you have an idea, 1 unit in anim8or should be 1 unit in dromed. so if the pedastal is 3 units tall make a 3 unit cube to reference it to. you'll notice most objects are odd sized, 10.33 instead of an even 10, i'll bet this is why.
Speesh on 25/11/2004 at 01:48
I guess I have a problem then, because I just tried to use a model that was about 9 units high, and it showed up as a tiny red dot on the screen.
Edit: Ok, I got it to work now... but that's one huge pillar :eek: it barely fit into my map.
Inline Image:
http://img95.exs.cx/img95/6931/hugepillar.jpg At least I know how to do it now. All I have to do now is rescale it.
Ottoj55 on 25/11/2004 at 02:16
good to see you're getting it, heres my latest, a tie off for the submarine, i have to make a rope yet. the ropes will be terrainlike, so you can walk on them. i also see you're using the gems i made, now that you are getting it all they are is a spere, stretched a bit vertically and then skewed a bit left.
Inline Image:
http://www.jasonotto.net/screenshots/outer06.jpg
Sluggs on 25/11/2004 at 02:19
@ Speesh...
:laff: (Looks like my chimney in my City FM) Just use the Shape/Scale feature, in Dromed, to scale it down. Looking at that, you may need a scale of something like 0.05/0.05/0.05
Once you've got it to the right scale in Dromed, copy that same scale and scale it using the same scale in Anim8or. (That's alot of scales!)
Those lights look great now Otto. :thumb:
BTW, i'm sure you lot are forgetting about the 640x480 image size limits!