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

-- 
Chris Metzler                   [EMAIL PROTECTED]
                (remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear

Attachment: pgpP2zaMeZzEu.pgp
Description: PGP signature

_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Reply via email to