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Re: Sprites and models
[Re: Akumavs]
#83370
07/26/06 13:36
07/26/06 13:36
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Quote:
1. Is there a way to edit sprite properties Simultaneously? My level uses a bunch (+-800) TGA sprites to simulate a grassfield but when I added them I forgot to set their properties to passable.
This is very poor way to doing grass. If all were visible, you'd only get 20 fps or so, probably more around 15, even if 1 triangle per object. Rather than using a bunch of sprites (entities), put them all as one single MDL file and you'd get a very high rendering rate (and allows for greater detail as well. Having a high entity count, especially when visible regardless of how many polygons it has, is poor level design. I thought I'd just mention this. As to your question, what do you mean by "simultaneously"? All at once? The single model method allows for this as you'd have just one entity instead of 800.
Quote:
2. My tree models don't have shadows but my character models do - What am I missing? I tried using different texture types on moddels (PCX, TGA & BMP) but still no shadows. tried saving them from and to MDL7/MDL5, Set to "Shadow" in WED properties Tab and so forth, Still no shadows. (Oh yeah, Also built blocks with texture set to none to try and simulate shadows - Works but rendering takes fore-ever)
Please, Please help - Have read tutorials/ Manuals multiple times but still can't find a solution (Or at least answer) to My problems.
The best I can think of for this is that you need the shadow flag set in the object's properties or through a simple action in the script. If you aren't getting shadows, check to make sure your model is not already in a shadow of something else.
What version and edition do you have? Help > about in WED will give you this so others can help you.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Sprites and models
[Re: Akumavs]
#83372
07/26/06 14:08
07/26/06 14:08
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Joined: Jul 2006
Posts: 5
Akumavs
OP
Newbie
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OP
Newbie
Joined: Jul 2006
Posts: 5
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Re: Sprites and models
[Re: Akumavs]
#83373
07/26/06 14:15
07/26/06 14:15
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Is your tree model centered in MED? If it's offcenter, odd things can happen such as improper collision. A centered object is defined as where the furthest edges of the model are equidistant from the given axis. If you have an X coordinate of -16 on the far left and +16 on the far right, the model is centered on the X axis. If you have a Z coordinate of 48 at the highest and -8 at the lowest, it is not centered but moving it to 28 at the highest and -28 at the lowest will. The same goes for the Y axis.
Edit: version 3.6? There is no such version. Some examples are 6.11.4, 6.20.2, and 6.40.5. Knowing the edition also helps as some editions don't support certain features (like dynamic shadows).
Last edited by ulillillia; 07/26/06 14:18.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Sprites and models
[Re: Akumavs]
#83375
07/26/06 15:12
07/26/06 15:12
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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You forgot to mention the edition you have. Was it because it wasn't centered? I also suggest updating to 6.40.5 as it has many new and useful features.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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