sure! I'll apply it and post another .dat for review
edit: what color would you like?
if you can convert model to 3ds format you could try and use nifftools it has some quite nifty texturing tools (and more) i myself make a lot of use of niftools (its freeware, so no worry), most of the stuff in the demo i sent you was at some point texture edited with nifftools (and it dont look too shabby wouldn't you agree?BuzzJ wrote:I'm finished with phase 1. The ship is all complete, except I havn't implemented the models for the exterior hull "top" and "bottom" because those arn't visible from the same level, and I don't want to "raise" or "lower" the ship to actually see them so I could turn them in the right direction because that would be tripling the scripts in objects.lua, and I'm planning on renaming everything in a standard convention later anyway.
Right now, I am trying to learn both shader/smoothing groups and how to manually calculate normals in blender. I need to do this to fix the weird shadows caused by moved faces. (you can see this on the engine nacelles' hatch covers)
Any tips on the subject would be appreciated as I contiue on Phase 2.
If you have weird surfaces, first try to clean your mesh up. It may contain unwanted vertices. I can speak for blender, here go to edit mode, select all and click mesh -> vertices -> remove doubles. This could help. Especaially if you have weird normals - try to search unwanted faces inside the hull. These causes the normals go weird, your model is not consistent!BuzzJ wrote: Right now, I am trying to learn both shader/smoothing groups and how to manually calculate normals in blender. I need to do this to fix the weird shadows caused by moved faces. (you can see this on the engine nacelles' hatch covers)
Any tips on the subject would be appreciated as I contiue on Phase 2.