Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
Vous pouvez changer la langue de l'interface une fois inscrit - You can change the language once registered
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ok, problem with incorrect display of characters
you are not faced with such a problem with non-Latin characters?
did not know. and if there is no translation plugin for it by default in English?
https://yadi.sk/d/cQYo_x8bfFjHp correct translation, while unfinished (50%)
if I do os3deditor.russianrussian.lang is it possible to correctly display the characters?
I noticed a that the Chinese is missing
what fonts are used in the interface os3d?
"bubble label" dont creates on mouse position at material. I then did as carts in TES V Skyrim with a choice of destination.
https://yadi.sk/d/OLZ3rRiMf2WhB
please see
ok, just remember how to do html and tried to run
probably necessary as that html adapt android. scol plugin for mobile browsers to html with internal module read
object click not works. i use key t to show cursor.may be because of this.
without transport journey through the city will be difficult
hi! its not works:
object click --> fps like control - lmb, set pos
I forgot how to make teleport(ENter-EXit enex) by clicking on the object
in the scene about the doors were involved
I made a card length is greater than in GTA San Andreas.
perfect for the "big game" Fallout New Vegas as - RPG for example
I can fix the scale of the player to the world
I'll make a quick move around the city
will be on the same link scene changes
how to change the settings of Mipmapping? I did not like as displayed range Mipmapping
http://www.ogre3d.org/docs/manual/manua … p_005fbias this is what I need?
https://yadi.sk/d/OLZ3rRiMf2WhB all physyc/3d bugs fixed
i use old method "create Box-Ed Poly-Attach" to correct this
How can I make more appropriate to OS3D grid and how to do everything in 1.0?
I used to do a grid is approximately equal to the coordinates of the GTA San Andreas also compatible with the metric measurements.
I can copy and bus to the scene in 3dsMax. But I have to be all somehow rescale - and setting the default mesh objects on it. i'll try
some objects - bus and the pillars not have collision.
https://yadi.sk/d/OLZ3rRiMf2WhB
until this moment in the city were high polygon lampposts, I made a new and low-poly, the model of bus has always been wrong collision(only box or shape, needed collisionTree)
Hello! arkeon Thanks for tutorial, come useful.
Can I replace a sphere around the camera on a model?
http://www.youtube.com/watch?v=IFi-_50G_u0
imbedded importer does not create "*.program; *.cg" files. Only diffuse texture can be exported.
material "blenderND_Material0"
{
technique blenderND_Material0_technique
{
pass blenderND_Material0_standard
{
cull_hardware none
cull_software none
ambient 0.00000000 0.00000000 0.00000000 1.00000000
diffuse 1.00000000 1.00000000 1.00000000 1.00000000
specular 1.00000000 1.00000000 1.00000000 1.00000000 66.00000000
emissive 0.00000000 0.00000000 0.00000000 1.00000000
texture_unit Diffuse_blenderND_Material01
{
texture assets/models/converted/blenderND/textures/0t.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
}
}
technique blenderND_Material0_fulldef_technique
{
scheme fulldef
pass blenderND_Material0_standard
{
cull_hardware none
cull_software none
ambient 0.00000000 0.00000000 0.00000000 1.00000000
diffuse 1.00000000 1.00000000 1.00000000 1.00000000
specular 1.00000000 1.00000000 1.00000000 1.00000000 66.00000000
emissive 0.00000000 0.00000000 0.00000000 1.00000000
texture_unit Diffuse_blenderND_Material01
{
texture assets/models/converted/blenderND/textures/0t.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
texture_unit Specular_blenderND_Material02
{
texture assets/models/converted/blenderND/textures/0t_SPEC.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
texture_unit Normal_blenderND_Material03
{
texture assets/models/converted/blenderND/textures/0t_NRM.jpg
tex_coord_set 0
tex_address_mode wrap wrap wrap
colour_op modulate
}
}
}
}all textures as diff in .blend, .obj, fbx, 3ds
in .dae notextured
maybe problem with scaling - set 500.0 in all
on screenshot: polygon count: 182
Yes, all right now!
Terms of successfull import:
-Scene .blend and texture files should be together in ".../Documents/OpenSpace3d"
- File - User Pref-s - File - Relative Paths [checkmark is removed]
- File - Save - Remap Relative [checkmark is removed]
as can be imported into openspace3d of blender models "with textures"?
what method of importing models from the blender is better?
thanks in advance
please tutorial about "if - then" logics. and about the variables - to GET the value to SET a value.
Please post some video tutorial about how to mix and export the skeleton animation.
yes, please make tutorial about this. I once tried convert human model with skeleton from .dff GTA San Andreas to 3ds max and import to openspace3d - skeleton was not attached.
https://yadi.sk/d/IqMM3VaXdUd9Q
needs how to attach hand to camera.
needs how to lmb attack movement
needs rmb other attack 
is there a possibility of replacing textures on animated? you have praised the ability to embed video and flash. just wanted to make a fire. I can not realize this. 3 days of free time lost to this. only time spent in vain. it turns out I can not do particle effects - blood, smoke, fire, explosions.
- Please make fix for materials - if used on model texture with alpha .png let alpha will act. For example, when I did mod for gta san andreas i simply appply png to model in 3dsmax and export to needs format .dff model and add texture png to .txd. All shows correctly without alpha channel settings in max.
- And please fix animation textures .gif to immediately moved.
its need me for animated fire with alpha chennel.