On Tue, 10 Aug 2004 11:14:56 +0200 Erik Hofman <[EMAIL PROTECTED]> wrote: > >> 1. When I first tried to make these guys, I applied a black material >> to the entire sign; then, I took the appropriate >> white-numeral-on-black texture and UV-mapped it to one face, rotated >> so that it looks correct from Blender's "front" view. Everything >> looked great in Blender, both in the 3D windows (with "textured view" >> on), and in the rendering window. Once exported to ac3d and brought >> into fgfs, though, what I got was a black square. After lots of >> tinkering around with the shading numbers for the material by editing >> the .ac file directly, I found that the only way I could get the >> numeral to show was by assigning emissivity to the material. Does >> this make sense to you? It sure doesn't to me. > > Yo have to apply a _white_ (or nearly white) material to the object > because that color is the maximum color applied to an object (including > the texture).
Once upon a time, I knew this. Thanks. That's what I'd ended up
doing (or had to do) when I went ahead and textured all the faces.
-c
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Chris Metzler [EMAIL PROTECTED]
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