oh my god ... double post and a new thread because my posts didnt show
up ... sorry for this ... seems like a server error for a few
minutes :-/

On 28 Sep., 16:04, le_unam <[email protected]> wrote:
> 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 
> ishttp://away3d-dev.googlegroups.com/web/error.jpg?gsc=0BV0VQsAAADa_oiS...
> 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.)

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