Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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on picture:
Plugit not loaded !
Please check tour plugit installation.
Fps like controller - red color
may be because of SVN?
Error : PlugIT FPS like controller : navigation/fps_navigation/fps_navigation.xml can not be found.
> Error : PlugIT sound : media/sound/sound.xml can not be found.
yes really cool!
OS3DARMARKER_0017
OS3DARMARKER_0018
OS3DARMARKER_0018
OS3DARMARKER_0019
in all lang files, but not rus
file armarker.russian.lang Error Remains in conflict (svn)
https://yadi.sk/d/obhEkQA9qpL9P link at this file
Use translation based on that file or the file itself
this translation is the right (so far)
Hi! long time was here not
![]()
Please write what new plugins and appeared, changed in the new version.
It is necessary for automatic translation correction.
thanks it works
I checked all well-installed version works, Portable does not start
win 7 sp1 x64
tried not looking to install Voyager directory - unsuccessfully, ceased even to show a message on the termination of the program
so for reference: the texture is not lost, and the material is highlighted.
light is not correctly configured, specular color used on this material (in contrast to the the others)
Many thanks! this method works!:D
I tested on a number of of polygons and removed the largest by quantity of polygon object - nothing changed as a result.
if you do sooooo great plain( of the four tops it may disappear or blink(in my project it shown at interior model(opengl)). Could this have something to do?
Hello!
Not shows 3d models. Feels you are walking on objects but they are invisible. This problem only on Android - on os3d are normal works
https://yadi.sk/d/1PV5O4bDiPegA all project +apk
this is due to the fact that I put the interior of the underground bunker
floor interior blinking(opengl), the reason - a large wide model, lowpoly.polygon stretched far away
thanks it works
I thought it was because of the serial numbers of objects (dummy, meshes, lights).
For example: I loaded objects from 1-100 from map.xos, then deleted, and then again, download a file from map.xos - resulting file will be numbers 101-200 instead stand on the same number.
Some time later, I begin to transship serial numbers for 2000, although there 100 objects.
I can not open the file "map.xos", immediately crashes.
game_main.xos opens, but I can not add to the changes from map.xos
https://yadi.sk/d/1PV5O4bDiPegA
I encountered this problem many times and it does not allow to continue and change the created project
Today, I edited and saved the file may carelessly, it possible to restore?
there m3u playlist, which indicates the path to the MP3 file on the Internet
write your password to text document and copy from txt and paste in all input fields "password". Passwords do not match.
Or not use keystore
or re-create keyfile, delete old
Sorry that bother. had to change the name of the material in a blender (material.001), re-export, re-fix the material

// smokefxmat genrated by blender2ogre 0.6.0
material smokefxmat
{
receive_shadows on
technique
{
pass smokefxmat
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
cull_hardware none
depth_check on
depth_write off
scene_blend alpha_blend
scene_blend_op add
transparent_sorting force
texture_unit
{
texture AndroidGame/smoke000.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
texture_unit
{
texture AndroidGame/smoke000.dds
tex_address_mode wrap
scale 1.0 1.0
colour_op alpha_blend
}
}
}
}
// bricks88000 genrated by blender2ogre 0.6.0
material bricks88000
{
receive_shadows on
technique
{
pass bricks88000
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/bricks02.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// roof88000 genrated by blender2ogre 0.6.0
material roof88000
{
receive_shadows on
technique
{
pass roof88000
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/roof00.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// rustedmetalmat genrated by blender2ogre 0.6.0
material rustedmetalmat
{
receive_shadows on
technique
{
pass rustedmetalmat
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/metalPainted00.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// concrete489 genrated by blender2ogre 0.6.0
material concrete489
{
receive_shadows on
technique
{
pass concrete489
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/concrete09.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// blackcolor0xmat genrated by blender2ogre 0.6.0
material blackcolor0xmat
{
receive_shadows on
technique
{
pass blackcolor0xmat
{
ambient 0.0 0.0 0.0 1.0
diffuse 0.0 0.0 0.0 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
}
}
}
// wall88000 genrated by blender2ogre 0.6.0
material wall88000
{
receive_shadows on
technique
{
pass wall88000
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/buildings07.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}
// Material.001 genrated by blender2ogre 0.6.0
material Material.001
{
receive_shadows on
technique
{
pass Material.001
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/doors00.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
} material file
https://yadi.sk/d/g4O51JExiDASn my project here
P.S. can have a way to re-load except mesh file? (its not help me)
thanks is correct show alpha

I Watch this videolesson and make as it https://www.youtube.com/watch?v=3EpwEsB0_kk
My study at an impasse when I saw that this element of the interface is closed, in contrast to interface in video
My question on the forum ogre was deleted

// smokefxmat genrated by blender2ogre 0.6.0
material smokefxmat
{
receive_shadows on
technique
{
pass smokefxmat
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.800000011920929 0.800000011920929 0.800000011920929 1.0
specular 0.0 0.0 0.0 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend alpha_blend
scene_blend_op add
shading gouraud
transparent_sorting force
texture_unit
{
texture AndroidGame/smoke000.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}with alpha_rejection greater_equal 128 it looks rough and with illuminated outline texture
like this 
exported with modified by me(transparent_sorting force at default) blender2ogre