PinkyandBrains Beginners guide
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After you register on the website, you download the pakage. After the installation, you have to register ‘your’ installed copy (not the website registration!). You will have to start the registration with the website account you made before. After that you will recive your activation key. Otherwise you’re stuck with the 30 days trial…
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Did i miss something in the guide? After you registered your copy your license will be valid for 3 years.
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Don’t know if the version 12 installer has a change, but at one point you have the choice between 30 days trial or a registered copy. You have to choose the registered one, fill out all the forms to input your key… at least i had no other chance… mine is now valid for about 1078 days…
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Thanks for all your work.
Will have some fun with this. -
Hello and thanx for the guides… I just cleared some basic stuff like the vertical planes and images… gives me a hard time and lost 3 days trying to figure out how… U should rename your thread name…
Could u please help on a problem I have?I use GhostTown Plugin. My point is to use lines to create the road path of a city so that they can be used as building blocks segments (as the squares of a grid imagine) I do that than I select the points and use fuse and weild to connect them all together but when I go to create an editable poly only some areas show up from the whole sketch… how can I fix this? My thought goes to elevation cause I see some points are not at the same level as others (I accidentally move them) how can I align them all to the same level? Also problem might be at connecting the points. some lines are to be connected at the middle of the other line where there is no point how do I connect them? some times I used the connect from refine… is that correct?
thanx in advance…
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To move a vertex in a spline you can use snaps while limiting the axis to the Z axis or use the transformation type in (F12 and also near bottom of the screen) to enter coordinates.
Spline segments can be divided to create extra vertices or you can bind an end vertex to a segment which puts it somewhere around the centre.
Refine works fine.
I couldn’t understand what the issue “some areas show up from the whole sketch” means, maybe some screen shots.
Regards
Dave -
yes sir it’s on the way… please wait online a bit…
ok thanx
now this is the line I created: (Don’t ask how… lol I press here and there like a blind man… refine connect and fuse wield I used to connect them)
when I rightclick convert to poly I get this:
So when I use GhostTown it builds only on that area…
Edit: Sorry I posted the same pic twice now it’s ok…
Also this is the rest of the line…
and the same not closed is the down left corner…
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What are you expecting to get?
Do you want a polygon that encloses the entire perimeter? Something like:
Regards
Dave -
yes kinda… and after making it a poly to be able to select each segment at a time… as my first pic the red colored line area I call it a segment… if I build that than it gives a building block and on the red line it creates the road.
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You will only be able to convert closed splines to polygons. You could duplicate some edges so you can close all the splines. Or edit your poly, insert vertex where needed and snap move them to your spline vertices.
Regards
Dave -
You will only be able to convert closed splines to polygons. You could duplicate some edges so you can close all the splines. Or edit your poly, insert vertex where needed and snap move them to your spline vertices.
Regards
Daveedges are the yellow ones?
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The edges are any. You need to close the splines. You can select segments of a spline and detach/copy them. You could also look to make the perimeter a closed spline first and then the splines inside the perimeter wont need to be closed.
Regards
Dave -
The edges are any. You need to close the splines. You can select segments of a spline and detach/copy them. You could also look to make the perimeter a closed spline first and then the splines inside the perimeter wont need to be closed.
Regards
Davethanx m8 that was the problem… I have to close the line every time (easy)… I was jumping to the next without closing them (I thought it did it automatically :lol: ) … I redone the sketch also had to unselected start new object… now seems to work ok. Damn beginners stuff… The good thing is that way looks way like CorelDraw and to create curved lines is exactly the same… helps allot on ring roads that are way curved…
Really thanx Dave m8 I really appreciate it…
Finally Volos is building up very very close to the real deal…
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as I walk deeper I wonder if "there is a major issue with textures unwrap and mapping… maybe I’m wrong… will try instead of textures as materials (diffuse bitmap), palette or white but still mapping is fubared and must be broken to 3 or more sets like 5 to 10 dds files for the skin. Now this means allot of grouping and not only… they must be attached cause else it gives u separate texture files… I read something about multiple map channels… will that work with lod export plugin? are there any other limitations from this tool? "
Also LodEditor gives me S-[1572] Texture mapping is zeroes or bad… any thoughts?
Edit well nope on the multiple map channels
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Check pm.
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I didn’t quite fully understand your problem but I think you want to be using multi/sub materials. These allow you to create a material that you can apply to an object but that material contains many sub material. You can select which of the sub materials you apply to a surface by setting the material ID property for a face.
Regards
Dave -
As u see a building block there are pave way roads parks paveway wall (the space from road and pave way level). Office walls house walls about 10 for each than roofs for offices and houses about 5 to 10 for each.
All those could be 50 or more textures. -
As u see a building block there are pave way roads parks paveway wall (the space from road and pave way level). Office walls house walls about 10 for each than roofs for offices and houses about 5 to 10 for each.
All those could be 50 or more textures.So the problem is the number of textures?
Regards
Dave -
So the problem is the number of textures?
Regards
Davewell not exactly…
group 1:
easy no problem with it…
but this group:
is the texture mapping hell…
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Please excuse my dumb questions but I still don’t understand what the problem you are having is.
Yes it looks like there is a lot of texturing to do but then it is a big model.
Regards
Dave