Hey Fabrizio ^^ ehm i still have some quality problems. everything in my scene looks to much unreal and very low-qualitied. how can i change this. also i got some pixelerrors at the edges of the cubes which are close to each other. so when i have to cubes which are directly close to another so that it builds only one bigger cube i got some small black lines rendered where the cubes get together. is this normal? ^^ shouldnt be. when i see your demos everything looks so nice and i dont see those "errors" :-/
On 9 Sep., 08:49, le_unam <[email protected]> wrote: > ah okay forget the blur ... i got it, thanks > > On 8 Sep., 16:57, Fabrice3D <[email protected]> wrote: > > > 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
