Sorry about that Petr, glad you have a good eye to catch things like this!!
I also realized I kept switching the letters in the name from ia to ai, so hopefully fixed all of that too.
Thanks.
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Sorry about that Petr, glad you have a good eye to catch things like this!!
I also realized I kept switching the letters in the name from ia to ai, so hopefully fixed all of that too.
Thanks.
Hi kryton,
it seems filesize of model changed, but it is still elevated.
This is weird :)
Bye,
Petr
Petr, did you look at the blender file? It looks all ok in blender from what I can see. but you are right, when I load it in it is crooked.
I fixed all of it in thinBasic Model Viewer. Here are the settings from the ini file it creates. Hope it helps you set it up.
If not let me know.
Quote:
number of models=1
name1=iaP1GunFighter.m15
px1=2.25
py1=-14.2749999999999986
pz1=-5.02500000000011227
sx1=1
sy1=1
sz1=1
rx1=103.575000000010846
ry1=21.4750000000001613
rz1=1.40000000000000036
smooth1=-2
light1=1
blend1=-2
visible1=1
Here are the player ships so far. I enclosed a readme with the settings in the model viewer that I got. This sets them to scale as they should be and could help with rotations.
The blender file, texture bmp, m15 model and readme.txt are attached.
Also is a screenshot from within the model viewer of all player ships in relation to each.
Wow,
thank you, that info was what I needed !
I like new dark blue textures, look good.
The iaP2GunWfighter.m15 has especially very nice design, and iaP4GunWfighter.m15 looks good in dark blue.
Good work again! ;)
So all is allright I think,
now to scare you with little off-topic - I finally found how to unwrap texture UVs in Wings3D, see result below :D
On this model I found one bug in TBGL, fix was sent to Eros, so when he will be back he can include it in tB 1.4.0.0 SE ( as well as fixed color syntax in thinAIR ).
Bye,
Petr
Kent, do you run the last version of the the blender exporter? This problem could occur with older versions, when you rotate in edit mode but then rotate back in scene mode. Also look at teh export settings, there you can rotate the model for the export only, maybe you had some different values there. I will look at your blender model tonight. Maybe I can find out what is wrong.Quote:
Originally Posted by kryton9
Anyway, new ships look good from the screenshots so far.
Petr, nice monster you created there. :)
Mike, it has nothing to do with your script, it is working like a champ. It makes life so nice to have that export script, you don't know how much!! Thanks.
Petr, cool monster. In the early 1980's they had these little crazy looking balls for kids and that monster reminded me of them.
I didn't know you could texture and export out from wings3d? I assume you exported out as obj file then and brought it into tbgl that way?
Glad you liked the models and all is working now. I will make a few more tomorrow to wrap up the player ships.
:)
Wings3D has nice OBJ export, which then I read ( and scale Mike ! :D ) in thinEdge.
I also didn't know I can texture in Wings, but I found it by accident and it is just few clicks to unwrap.
In thinEdge I have some trouble with precision, I think I am rounding somewhere and then smoothing is not working as it should, still searching ... so I am searching the problem and meanwhile playing with Wings :)
Regadring the "space cooking" - it would also save some size.
I am looking forward to your models :)
Bye,
Petr
mmh, I exported the ships with the latest version and no tilting like Eros mentioned. If I open the first ship in thinEdge, it is tilted, my exported version not. So I don't know if Kent don't use the latest version or not. I noticed that the exporter doesn't save a texture entry with the second ship. Did you add it by hand Kent? It also exports more layers, so I think you are using not the latest version, or?
Ok, a little hint. ThinEdge_Viewer doens't like directory names that you get when you extract the rar file into a folder that reassembles the filename and has that minus character in it. Ok, the second file had 2 models in it, I guess one for texture backing. Once I deleted that, it exports fine. The old version of the exporter didn't bother with it I guess. Still, I have to fix the exporter to export the texture of the second "cube".