<p>Hi @PumpyHead is there a Link available for this new version?</p>
Latest posts made by _noname
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RE: 3dsmax version and BMS exporter
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RE: Blender 3D Exporter for BMS - Request
@maxwaldorf said in Blender 3D Exporter for BMS - Request:
no one from the dev team can take this task…
We will need help from outside!
This will be complicated to be done since the lod File datastructure is not publicaly documented and there always we’re concerns in the past days someoene would use the knowledge of the File Format to use the Models elsewhere. Lets hope things have changed.
Regards -
RE: C-160 Transall WIP - 1rst Rollout -
Very nice model. Thanks for your work.
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RE: 3D Cities for Falcon…
Came across this Tool and wanted to share the link. Could be interesting for this topic
http://www.esri.com/software/cityengine -
RE: 3D Cities for Falcon…
just in case it might be interesting for someone:
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RE: 3D Cities for Falcon…
From my experience theres no zbuffer for the ground. If you extend your model through the ground its forced to float even if leveled. Only generic way i can imagine is to break up the block in smaller parts or, as also mentioned, leveling the area.
hmm. I new it was like this years ago but i hoped this changed so the “should” was wisely chosen instead of “will”
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RE: 3D Cities for Falcon…
To avoid the sawtoth effect visible in the right side of the picture:
- remove the ground plane of your model and extend the buildings so they start well underneath the ground. The z-buffer of the game Engine shoud cut off non visible parts and the buildings should grow out of the ground instead of flying around.
Or:
- level the whole area like for Airbases.
btw: the smaller your blocks are the better they will conform to the terrain. And if the block are just one block without street you can add a hitbox to the block and we you can still fly through the streets always in danger to hit the buildings.
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RE: 3D Cities for Falcon…
do this:
Combine….
Reassign…
Delete…
Check…again and again until threre are no more unused vectors.
Global normal Calculator should help with the Normals
and the texmapping error means that you have polys where all texture coordinates are 0. No idea why Fred considered this as severe. 'Either change all poly types to untextured or map them properly:)
regards
EDIT: Nice work by the way