You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
makes a texture/material double sided?
an option to keep the origin at the current origin
If you clear the Model origin is at world origin option, doesn't that do the trick?
i can't group them
Why do you want to have two trees in one model anyway?
DaraanWhy isn't the tree model group aligned properly in the centre on a dedicated layer? That would be one way to avoid the mess.
how about doing the woody parts as one object and the leaves as another, and then combine them when building the level (detailattach, physattach)? would allow different alpha settings as well, for example.
not sure if it will be correct for vhots and others
That's what I thought about as well. Actually I planned it that way at first until I thought it would be easier to use same origins instead of links.
Leaves one objtrunk one objtogether to many polys.
Another thing I realized is that when I checked a bsp file there were a lot of unused materials included - other materials/textures I used on other meshes but not on the exported.
As far as I know it just grabs all materials available in the file and includes them regardless of the selected model.
My question is why you want to have different kind of objects in one file.
or make the palm tree from two separate objects (trunk and the leaves) that would be combined in the editor when building the mission which would allow smooth edged leaves that would sort properly vs the trunk.would also allow for more precise phys collisions.
It's an import and export tool, not a layout aid. And I would advise against tampering with the matrix multiplication, especially by trial and error. The way it's implemented now, it handles object merging, parenting and reparenting at multiple levels in two modes.
During import, available PNG textures are loaded automatically as long as they are in standard locations.