don't have to be a 3d-guru to be able to create usable and enjoyable models.
I assume it's something to do with that falloff radius, but I have no idea about how to work with that thingy. Advice,tips, etc. will be appreciated.
"...line 273, in get_material_shaders steps = b2cs.prop.global_keys["renderloops"][rloop].getSteps() KeyError: 'standard'"
<?xml version='1.0' encoding='UTF-8'?>
<library>
<plugins>
<plugin name='genmeshfact'>crystalspace.mesh.loader.factory.genmesh</plugin>
</plugins>
<shaders/>
<textures>
<texture name='banana01a.tga'>
<file>textures/banana01a.tga</file>
</texture>
</textures>
<materials>
<material name='ma_bananabanana01a.tga'>
<texture>banana01a.tga</texture>
</material>
</materials>
<sounds/>
<library>factories/genbanana</library>
</library>
<library>
<meshfact name='genbanana'>
<plugin>genmeshfact</plugin>
<zuse/>
<params>
<material>ma_bananabanana01a.tga</material>
<meshfact name="weapons#shortsword01a">
<plugin>crystalspace.mesh.loader.factory.sprite.3d</plugin>
<params>
<material>/planeshift/weapons/shortsword01a.dds</material>
<frame name="stand0">
...
<library>
<meshfact name="weapons#shortsword01a">
<plugin>crystalspace.mesh.loader.factory.genmesh</plugin>
<params>
<material>/planeshift/weapons/banana01a.tga</material>
...
<library>
<meshfact name="weapons#shortsword01a">
<plugin>crystalspace.mesh.loader.factory.genmesh</plugin>
<params>
<material>/planeshift/weapons/banana01a.tga</material>
- It seems that the "export library" command only takes into consideration the object factory data. Thus any rotation done outside editmode, will not be exported. Check that you've rotated not rotated the banana in object mode (see Transform Properties window). Also any rotation done in object mode can be cleared with alt+r. Then enter edit mode, rotate as you wish, exit edit mode and export.:D That's it! Thank you \\o//
(http://crimsonorder.freepgs.com/things/tutcher-simple_sword09.png) |
The UV lines shouldn't be visible on the texture, but they are as indicator for you, where we should drawn the border of single color area. It shouldn't start along with the UV lines. When the texture start to blure, because of the angle how we look at the surface with texture, we start seeing what is behind the UV coords, because colors at different pixels are avaraged with this what is around. The more texture is blured because of the angle, the wider area from which the avarage color is obtained. |
/me imagines everyone running around with giant bananas! OMG !! BANANAS!!