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Re: Uhh, Okay.. [message #265346 is a reply to message #265344] |
Mon, 11 June 2007 18:38 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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Compute Vertex Solve with occlusion and it should work.
nopol10=Nopol=nopol(GSA)
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Re: Uhh, Okay.. [message #265354 is a reply to message #265292] |
Mon, 11 June 2007 19:24 |
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Ryu
Messages: 2833 Registered: September 2006 Location: Liverpool, England.
Karma: 0
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General (2 Stars) |
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Hmm, Thanks for the suggestions guys, I'll try 'em out now.
Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
[Updated on: Mon, 11 June 2007 19:25] Report message to a moderator
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Re: Uhh, Okay.. [message #265771 is a reply to message #265292] |
Tue, 12 June 2007 22:20 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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The reason why you ever saw the blackness is because in the W3d options you never selected VAlpha within the collision settings. Once you do that anything which has alpha blending will actually show up...
For UVW mapping i suggest you always wtick with a certain number for the entire map unlses you have things in the background which you dont plan on beeing visible at close range.
Best to use Uvw settings of 8x8x8 or 5x5x5, otherwise for stuff further away use 10- 50 sqaure.
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