Yes, you can.
In the GUI of the new Blender IA/IGS Exporter 2.0, there is a pull down menu. There you have the choice for each material:
0: None
1: Facing
2. Upright
Like shown in Dereks Blog, a bit down the page on the screenshot pictures of the GMax GUI
Search found 290 matches
- Mon May 31, 2010 7:02 pm
- Forum: Blender
- Topic: Blender forward facing objects
- Replies: 4
- Views: 970
- Wed May 26, 2010 4:32 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
Hey Gav, it's quite normal for faces drawn with almost all shader, that there is nothing if you look from rear side on your faces. If the rear side of your object is visible (means: not closed object like a cube), you need to create a separate mesh, with a bit distance to the front side (1cm is enou...
- Tue May 25, 2010 3:51 pm
- Forum: [RW] Scenic Item Creation
- Topic: Waterscenery.fx shader
- Replies: 5
- Views: 1583
Re: Waterscenery.fx shader
... if it is working with the 64x64 dummy texture as the last texture, then the last shader pass is the cubic environment one and you are fine.
In all likelihood it is the cubic env pass due to the mirror-like surface of the material water.
In all likelihood it is the cubic env pass due to the mirror-like surface of the material water.
- Tue May 25, 2010 3:29 pm
- Forum: Blender
- Topic: Steam Loco
- Replies: 4
- Views: 1072
Re: Steam Loco
Must admit, that I never exported any animations with steampsies exporter. I didn't know that it is limited to some basic animations and less. It's a surprise to me... Regarding my exporter Bigex, I can confirm, that the latest released version can not export IA animation files. But it can analyze I...
- Tue May 25, 2010 1:10 pm
- Forum: [RW] Scenic Item Creation
- Topic: Waterscenery.fx shader
- Replies: 5
- Views: 1583
Re: Waterscenery.fx shader
Correct, except the last texture: Should be a dummy 64x64 or smaller texture because it's replaced in-game by the realtime cubic world environment anyway.
Refer also to the very similar shader: Derek's Blog, Water shader
Refer also to the very similar shader: Derek's Blog, Water shader
- Tue May 18, 2010 3:10 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
Please read the manual. It's very detailed in there in section 11 Data modification during export Modify expression template for your case would be: [Materials:ZBufferMode] [<your material name here>]=<your ZBufferMode number here> Regarding the AE: Without applying the 4 step described above, you w...
- Mon May 17, 2010 11:45 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
Hey Gav, the error meassage rings a bell somehow: Could it be that one (or more) faces do have no material assigned? Which face has its face normal at the (local) object coordinates shown in the error message? Regarding the Preview in the Asset Editor (AE). Sometimes the AE is confusing itself. Gett...
- Mon May 17, 2010 2:23 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
Derek made a red circle around in his Blog. There must be any difference in-game.
Feel free to fiddle around with it and find out the difference in display in-game...
And let us know, of course. At least I'm extrem curious
Feel free to fiddle around with it and find out the difference in display in-game...
And let us know, of course. At least I'm extrem curious
- Mon May 17, 2010 8:53 am
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
Same for me: can't really claim to have an understanding of Z-Buffers and what it is useful for in-game.
... I just know how to set the IGS data field, just for the case that someone plans to find out something on ZBuffers in RS/RW
... I just know how to set the IGS data field, just for the case that someone plans to find out something on ZBuffers in RS/RW
- Mon May 17, 2010 8:44 am
- Forum: [RW] Signalling
- Topic: German Signals
- Replies: 24
- Views: 7449
Re: German Signals
... maybe known, but who knows: another very helpful link regarding signals and inter locking for german and other european railways: http://www.stellwerke.de: Startseite http://www.stellwerke.de/HI: HI-Signalsystem On that pages you can interactively set the signal states and see what happens... :D...
- Sun May 16, 2010 10:26 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
yup, understand. Looks like you confused ZBias and ZBufferMode . ZBias is in the column "Attribute" of the right part (IGS) of the table. Because it is listed, it is accessible via the Blender GUI (left part of the table). ZBufferMode is not in the table (yet) and thus can be set via modify expressi...
- Sun May 16, 2010 9:46 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
... did have a look into some log files: 8) Z-Buffer Mode " TEST ONLY " of 3Dsmax is 3 " NORMAL " of 3Dsmax seems to be 1 For your case you need to get the 3 set for ZBufferMode for the belonging material in the IGS file. Note: ZBufferMode is not accessible via the Blender GUI yet. You need to creat...
- Fri May 14, 2010 9:48 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
Hey guys, this discussion starts to get interesting for me now :) You discovered an importent point: Mapping of Blender input fields on IGS data fields. I would like to bring on attention to you (again): 99% of the Zillion Blender input fields/select boxes will not be mapped on the data fields in th...
- Sun May 09, 2010 8:43 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
@Andi Right, all modifiers are applied at (before) export. @Gav No, CTRL-T does of course not increase the count of Tris: As you can see in the log output: All Quads are converted into Tris at export anyway. Background is: the IGS format can not hold Quads, just Tris :) But for to break this ugly Qu...
- Sun May 09, 2010 8:18 pm
- Forum: [RW] 3D Modelling
- Topic: Blender tutorials
- Replies: 121
- Views: 28799
Re: Blender tutorials
... hmm, regarding your jagged light head, another idea on the root cause came up a second ago: Did you check the export log for warnings & errors: Maybe you had a warning similar to "Some Quads could not be converted to Tris: Blender internal convertion failed". The mesh object is exported in that ...