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Duion

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Posts posted by Duion

  1. You can just dublicate your model and remove the material and name it "collision" or just leave the model that way and set it to "use visible mesh" as collision in the editor.


    Your ship is not that advanced, so the method I described will work, for more complex geometry you have to build collisionmeshes by hand or use a decimated version as you would use as LOD levels.

    For example I often use the lowest LOD level as collision mesh also.

  2. I don't know, but when I opened the files in notepad I could fix them and I'm not a programmer, I forgot what it was, but the exporter in Torque puts some settings into the collada file blender cannot import so you have to remove them.

  3. Yes, I have read the post, but there is only those options. Since there is black left in the first image, you need to add more alpha treshhold.

    What you should do in addition is fill the alpha channel with the color of the hair and not with black, here is a tool that does this automatically: http://www.reinerstilesets.de/programme/halo-remover/

    This will get rid of the black outer lines if you use alpha treshhold, your other option is to use transparency and have no shadows at all, but I think alpha treshhold with halo removed will be the best option.

  4. I need to disable the automatic basetexture regeneration when something is changed on the map, but only in certain cases.

    My workflow involves editing the automaticly generated terrain level_basetex.dds file to make the terrain more individual and detailed and as a workaround I just set the file to write protected, the problem is if you distribute the game to other platforms the permissions are not kept, so I need a new method now, any ideas?

  5. Haloremover has a batch conversion function, it is not that hard to run all your textures through that one time after you are done making them, its all automatic and it is even better than doing it by hand, since it extends automatically the right colors needed to the sides, since textures are not uniform color.

    But if you do not believe me, you can as well chose a more complicated way to fix this.

  6. They are not entirely virtual. Sure you can use whatever scale you want, but there are limitations which suggest to use 1 unit = 1 meter, for example the coordinate system which has a limited digits behind the comma and limited max size for level until floating point imprecision begins to appear.

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