i`ve created a small scene where you can see all the things i
mentioned ... would be nice if you can help me again :-)

http://eyearmedia.de/Unbenannt-1.html

On 10 Sep., 08:16, le_unam <[email protected]> wrote:
> 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

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