Hey Fabrice, it would be nice if you could help me with the environment issue.
But i still have another problem. i think i told you about this before and you explained how to use the blur. do you think the blur can remove the lines between nearly planes? in the picture you can see which lines i mean. http://away3d-dev.googlegroups.com/web/error.jpg?gsc=0BV0VQsAAADa_oiSNNWYeLEU5Hm9-zYV how can i remove them, cause when i walk through my building everything is kind of flickering ... thats not really nice greetz manu 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.)
