if you look at video, you will see there is a preview camera... if you enter, 
like in video the size of the camera bound box,
you should see very quickly if your scale matches your model or not.
In this case, close the panel, rescale model (left btn on scene), and repeat 
bsp export.

For the few bsp's world I've builded, It was handy to have size ranges of 60 to 
90k. Considering your test model, you should at least blow it up by 10 or more.

> Another question for me is how to smooth the textures? is there a
> chance? in prefab?
antialiasing is on my todo, for now, passing a blur value of 2 or more is the 
only option available.

Fabrice

On Sep 8, 2010, at 4:24 PM, le_unam wrote:

> Hey Fabrice can you please tell me how to handle correct the boundsmin
> and boundsmax for simulation of a normal person? all my tries result
> it looking through the walls when standing too close. How can i make
> it right?
> Another question for me is how to smooth the textures? is there a
> chance? in prefab?
> 
> thank you
> 
> On 6 Sep., 11:11, Fabrice3D <[email protected]> wrote:
>> Hey le_unam,
>> Works on my machine
>> but it takes time during to export, I've noticed that for some strange 
>> reason the pngs
>> generated are 8.2 MB's on my machine.
>> 
>> Hope its not some new issue with the latest 2.03 runtime and the png class...
>> 
>> Fabrice
>> 
>> On Sep 6, 2010, at 9:46 AM, le_unam wrote:
>> 
>>> hey maybe you can try it with my obj ... i zipped it for you ...
>>> http://eyearmedia.de/fliesen_tapete_treppenhaus.zip
>> 
>>> would be nice thanks ;-)
>> 
>>> On 6 Sep., 09:34, Fabrice3D <[email protected]> wrote:
>>>> just made some tests bsp exports from simple cube, with as3 or without, 
>>>> all seems ok to me.
>> 
>>>> Fabrice
>> 
>>>> On Sep 6, 2010, at 8:16 AM, le_unam wrote:
>> 
>>>>> hmmm?
>> 
>>>>> On 3 Sep., 15:21, le_unam <[email protected]> wrote:
>>>>>> hey, ehm now i created my building with all the rules for bsp
>>>>>> generator and when i import my modell and create the bsp no warnings
>>>>>> or error messages appear, but now it just creates the awd file ...
>>>>>> without the images folder and as file, but i have activated export
>>>>>> project files ... and until the last tests it worked ... does anybody
>>>>>> know something about this?
>> 
>>>>>> On 30 Aug., 11:00, Fabrice3D <[email protected]> wrote:
>> 
>>>>>>> that you use tiling or not, you'll have to anyway.
>>>>>>> If you want reuse same texture and tile it, you simply have to edit the 
>>>>>>> awd file where each "unique" texture path would be replaced by your 
>>>>>>> single map.
>>>>>>> then, as said in previous message, access the CentralLbrary to set the 
>>>>>>> tiling per material.
>> 
>>>>>>> This is probably a tedious task. If theBSPfeature becomes more popular 
>>>>>>> (as it seams) then it will be worth the work to add more features to 
>>>>>>> ease/automate the processes.
>>>>>>> For now, I'm sorry but thats all we have in the shop :)
>> 
>>>>>>> Fabrice
>> 
>>>>>>> On Aug 30, 2010, at 10:16 AM,le_unamwrote:
>> 
>>>>>>>> thanks fabrice ... ehm so you think i should create one texture for
>>>>>>>> each wall of my building? with adjusted pixel-sizes?
>> 
>>>>>>>> On 30 Aug., 09:54, Fabrice3D <[email protected]> wrote:
>>>>>>>>> not yet right out of the box, but indeed that could be a nice addon.
>> 
>>>>>>>>> Fabrice
>> 
>>>>>>>>> On Aug 30, 2010, at 9:41 AM, bebensiganteng wrote:
>> 
>>>>>>>>>> Hi,
>> 
>>>>>>>>>> that's great! thanks for that. i wonder whether if its possible to
>>>>>>>>>> detect the texture's load progress
>> 
>>>>>>>>>> On Aug 26, 4:58 pm, John Wilson <[email protected]>
>>>>>>>>>> wrote:
>>>>>>>>>>> Hi,
>> 
>>>>>>>>>>> I have posted some hints and tips for creating aBSPTree that may
>>>>>>>>>>> help people with some of the issues that confused me.
>> 
>>>>>>>>>>> To access the material, go to:
>> 
>>>>>>>>>>> http://john-wilson.110mb.com/index.html
>> 
>>>>>>>>>>> Select the "In the City" demo at the top left.  Hope it helps.
>> 
>>>>>>>>>>> John Wilson

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