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Re: Queston about DOGA L3
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Thanks, Kana |
Re: Queston about DOGA L3
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Here is one of the lower polygon count Klingon ships I am working on for SEV. It is in VRML, DXF and Direct3d (x) formats. Enjoy and good luck.
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Re: Queston about DOGA L3
Thanks...
Edit: Ok I tried all 3 formats...there were plugins on Unwraps site. First off the vrml one didn't work...even though I had the plugin installed...the dxf and the .x worked, the dxf had no color, it was just grey, and I believe it was off axis. .X was the champ it was colored and on the proper axis...for those of you who want to take a look at the program, the demo is at... http://www.unwrap3d.com/downloads.aspx Kana |
Re: Queston about DOGA L3
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Add parts from files --> go to 13_samp --> go to Parts --> go to ball --> Double click on any one of the three you see. |
Re: Queston about DOGA L3
You can also use a transparency mask and slider to get varying levels of translucency for a texture. That should give you the ghostly thrust effect.
DoGA is intended for stills and movies. There are two gotchas with using DoGA to make make game models: One, you need to understand the difference between render engine effects and what an .X model supports. Blending, coloring, masking, and material settings are subject to getting dropped. Stick with white models with a single texture image per part. If you need more complex textures, you can create them in DoGA, render the image, and save that as a custom texture for your model. Two, since DoGA uses a parts based metaphor, it does not create optimal game meshes. This can result in Z buffer conflicts which are visible as saw tooth patters where twi faces intersect. The best thing to do is to use DoGA as a design tool and export the geometry to another program such as Metasequoia or Milkshape. There you can merge the faces, reduce the polygon count, and set the exact texture mappings that you want. I have a tutorial here that can walk you though that process for DoGA and Metasequoia. http://zircher.iwarp.com/doga (scroll down to Tutorials:) -- TAZ BTW, the reason that the DXF export looks wrong/offset is that all the faces are inverted. DXF is clueless about using vertex ordering to determine facing/normals. In most cases you can just select all the faces and invert them with one of the other editors. |
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