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Re: open the WMB format
[Re: ChrisB]
#257481
03/23/09 14:40
03/23/09 14:40
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Joined: Feb 2007
Posts: 353
amy
OP
Senior Member
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OP
Senior Member
Joined: Feb 2007
Posts: 353
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long path; // attached path index long entity2; // attached entity index What about the indices here? Do they start at 0 and what if nothing is attached? I also have a question about smoothing. Do vertices which are at the same position get welded for gouraud shading? What about the UV-borders? How do you determine the normals? I think the smoothing flag is too inflexible and not enough. Smoothing groups or something like that would be needed. This whole smoothing thing really is a big weakness of Gamestudio.
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Re: open the WMB format
[Re: amy]
#258147
03/27/09 23:18
03/27/09 23:18
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Joined: Feb 2009
Posts: 25 Mexico City
DavidOC
Newbie
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Newbie
Joined: Feb 2009
Posts: 25
Mexico City
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I'm having problems to display the lightmap. This is the result so far, probably it's the materials list, I'm not including one, or maybe it's the UV coordinates. Any idea will be appreciated. Best Regards.
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Re: open the WMB format
[Re: DavidOC]
#258890
04/02/09 18:11
04/02/09 18:11
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Joined: Feb 2009
Posts: 25 Mexico City
DavidOC
Newbie
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Newbie
Joined: Feb 2009
Posts: 25
Mexico City
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The problem was negative UV data, I need to normalize it. Now I'm trying to include terrains, but they are not described in the objects section (maybe type=3?). So far I have this sample, I tested it with the 18 Lite-C workshop code and runs fine. Regards
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