Quote:
Originally Posted by TheDarkWraith
The reason for the rendering problems in the last version is because I was working on incorporating the alpha channels. I haven't found where in the extended data of the material it says to use the alpha channel. Once I know where the GR2 file says hey I have an alpha channel and I want you to use it then I can code it in.
You can turn on/off meshes and materials. Go to the materials or meshes tab and select/deselect the ones you want to see/hide.
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I had a short discussion with Pintea on this topic, and it seems that GR2's used for trees (vegetation.GR2) are bit special, in that they don't include materials/textures information. Quoting him:
Quote:
Originally Posted by Pintea
The link between the gr2 and the textures is hardcoded in the game's executable.
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As a matter of fact, whenever I open one of these files, I receive the message:
Quote:
This application defines some strings as essential for full functionality. Those strings are:
'Diffuse Color'
'Self-illumination'
'Bump'
'Additional Bumpmap'
'Opacity'
''
Add these essential strings to the GR2 file?
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I click no, and everything seems okay (except for the fact that tree meshes are textureless, but that would be normal according to Pintea). My doubt is if vegetation GR2's saved with the editor would be recognized correctly in game, due to their special format? Is the editor going to add the unneeded strings anyway?
Quote:
Originally Posted by TheDarkWraith
T
You can change a meshes geometry either by exporting it, changing it in 3D editor, and then reimporting it or you can modify it in real time with the app. There are many ways to do this. You can modify the scaling of it (bring up the help screen and it will tell you how to do this - you have to select the mesh by double clicking it on the screen) or you can change rendering to solid and points. Then double click a point to select it. Now you can drag the point around to change the geometry.
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Good! I wasn't aware of it