hey fabrice, it would be nice if you could tell me something about the outside issue.
another problem has come up ... i think i told you about this before and you answered me with the blur thing, but do you think this would help? in this picture you see what my problem is http://away3d-dev.googlegroups.com/web/error.jpg?gsc=0BV0VQsAAADa_oiSNNWYeLEU5Hm9-zYV the lines between 2 planes .... when i move though the building everything is flickering ... thats not really nice ... how can i handle this :-/ greetz On 27 Sep., 09:29, le_unam <[email protected]> wrote: > thank you ... got it ... works good now. do you have any tipps for > doing environment outside the window?`i have my buildingwith > transparent pngs as windows and i tried to set up a big cube with > inverted faces outside my building but am i right that when i add > something to the tree what stands outside enclosed geometry, it will > not be shown? how to realize this? > > On 21 Sep., 16:47, Fabrice3D <[email protected]> wrote: > > > I do use AC3D, "to the point" app, dedicated to lowpoly modeling. > > but its not relevant, you can do extractly the same with all the apps you > > named. > > > If you still cannot get a generation without errors, this means you do not > > model the correct way: > > > A quick list: > > > set grid on in your app, set your grid so that its relatively coarse. > > each time you move a vertex it should snap to this grid. > > your model must have zero openning, and in case of multiple rooms, walls > > must have a thickness, (look again at the jpg's we've posted) > > ideally the model is continuous (no triangle face has more than 3 shared > > triangle sides), make sure you use weld before export. > > > When it come to details, anything (99% of cases unless you know what you're > > doing) that can be named: floor, wall, ceiling should only represent the > > tree > > to keep it simple. All others items, chairs, tables etc.. should be added > > later on to the tree in your away3d project. > > > model must be perfectly solid, enclosed... imagine you would pomp gas in > > there:no leaks are allowed! > > > That's really about it. If it fails, it must be because you do not follow, > > at one time or another, one or more of these rules... :( > > > A map like the one I did for the bunker (30 minutes of work) is simply an > > question of making a plane with enough subdivisions, delete few pairs of > > faces, extrude vertically. > > select a few regions and move along y axis to get some levelling. The uv > > mapping took most work because it needed to be Prefab compliant. > > Of course this is up to you either you do prebake in Prefab or not. > > > hope it will help you.. > > > Fabrice > > > On Sep 21, 2010, at 3:13 PM, le_unam wrote: > > > > hey fabrice ... can you please tell me how you created you map of the > > >bspdemo on youtube? did you model with c4d? 3ds? blender? or how did > > > you do it ... cause i dont move forward ... everytime i think i have > > > solved a prob then comes another = ( > > > can you tell me how you`ve modelled you world? > > > > thank you > > > > On 10 Sep., 15:53, Delfeld <[email protected]> wrote: > > >> Very nice demo! Thanks for writing up the process, too. > > > >> You don't need to worry too much about getting documentation like this > > >> out quickly (you mentioned this in the doc intro) -- there has been a > > >> need for a long time, and the need is not going away, either. You > > >> have given a good tutorial; I would recommend editing it (if it needs > > >> it), and posting it on the tutorial websites that are out there. > > > >> Also, a minor comment: mouse movement is *very* quick. . . I think > > >> reducing the speed of looking up/down would help, or else attaching a > > >> tween to the motion would make it more natural. (Perfecting was not > > >> your goal, of course.)
