--VanessaE
VanessaE wrote:For any new objects I add to this mod, if they're complex shapes, they're best done with meshes rather than nodeboxes.
I don't know how to make meshes, what program do you use?
VanessaE wrote:For any new objects I add to this mod, if they're complex shapes, they're best done with meshes rather than nodeboxes.
12Me21 wrote:VanessaE wrote:For any new objects I add to this mod, if they're complex shapes, they're best done with meshes rather than nodeboxes.
I don't know how to make meshes, what program do you use?
12Me21 wrote:VanessaE wrote:For any new objects I add to this mod, if they're complex shapes, they're best done with meshes rather than nodeboxes.
I don't know how to make meshes, what program do you use?
ExeterDad wrote:12Me21 wrote:VanessaE wrote:For any new objects I add to this mod, if they're complex shapes, they're best done with meshes rather than nodeboxes.
I don't know how to make meshes, what program do you use?
If you build your nodeboxes with nodebox editor it can export as a mesh. Or you can use Blender. But the learning curve is very high.
ExeterDad wrote:If you build your nodeboxes with nodebox editor it can export as a mesh.
VanessaE wrote:You can UV-map the model in Blender or so, allowing you to precisely define what parts of your texture images are applied to which parts of the model...you can use multiple materials per model (up to 6 anyway), allowing you to use multiple images in different resolutions to texture your model, or even place two or more images in the same general area of the model (say, the top), but on different sets of polygons, in ways that are impossible with nodeboxes.
ExeterDad wrote:With player models (and entities) the texture name is not important actually. You do however need a material for each texture you wish to use. Once you have finished texturing and are content with the results. You may unlink the texture from the materials AND from within the UV editor in Blender before you export. Then you assign the textures via lua. The order is in the same order the materials are listed within blender. Removing the textures will keep irrlicht from complaining it can't find the texture the model was built with. You may use any texture name you wish, as long as the stack order is the same.
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