Here some questions about Model conversion to SO engine.
In first place I have a trouble when I traslate the model to .peo file.
Although I do the rotation from 3d studio max, and although I can view the model rightly in "position" from 3D exploration, the peoview.exe ever read the model in remembering the original position.
On the tutorial in the Kilerwave web pages I read that's not good rotate the model on modelc.exe, the tutorial counsel is rotate the object from you original application before of the traslation. But, as like said previously, the peoview don't recognize the position.
What's grong?
Now, if anybody have some experience on 3dstudio and model traslations, other question:
How can I do to assign two materials to the some bitmap on different positions and that the 3exploration can recognize it?
Original mats on SO engines has many texture on each one.
I manage the UV bitmap on 3dstudio and this work, but this work only on 3dstudio, when 3dexploration read the file it "fill" the object with "all bitmap" and don't recognize the bitmap position assigned on the 3ds file.
Well, we know many things the 3dexploration can not read, but when I open the material properties in 3dexploration I can not find the info on wich part of the bitmap the material is using, only I can read the offset, tile and angle properties.
Where the 3dexploration material store the position info?
Now one about modelc:
We have assign the RADI chunk manually?
Following the Kilerwave tutorial, I press twice el Calc FVRT button, but the RADI that appear twice on the script file remain "10".
In first place I have a trouble when I traslate the model to .peo file.
Although I do the rotation from 3d studio max, and although I can view the model rightly in "position" from 3D exploration, the peoview.exe ever read the model in remembering the original position.
On the tutorial in the Kilerwave web pages I read that's not good rotate the model on modelc.exe, the tutorial counsel is rotate the object from you original application before of the traslation. But, as like said previously, the peoview don't recognize the position.
What's grong?
Now, if anybody have some experience on 3dstudio and model traslations, other question:
How can I do to assign two materials to the some bitmap on different positions and that the 3exploration can recognize it?
Original mats on SO engines has many texture on each one.
I manage the UV bitmap on 3dstudio and this work, but this work only on 3dstudio, when 3dexploration read the file it "fill" the object with "all bitmap" and don't recognize the bitmap position assigned on the 3ds file.
Well, we know many things the 3dexploration can not read, but when I open the material properties in 3dexploration I can not find the info on wich part of the bitmap the material is using, only I can read the offset, tile and angle properties.
Where the 3dexploration material store the position info?
Now one about modelc:
We have assign the RADI chunk manually?
Following the Kilerwave tutorial, I press twice el Calc FVRT button, but the RADI that appear twice on the script file remain "10".