Editing G3D support
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==Limitations== | ==Limitations== | ||
*All faces must be triangulated (the 2.6x exporter automatically converts them to triangles before export). Faces can be converted to triangles by selecting all faces and using the hotkey <tt>ctrl + T</tt>. | *All faces must be triangulated (the 2.6x exporter automatically converts them to triangles before export). Faces can be converted to triangles by selecting all faces and using the hotkey <tt>ctrl + T</tt>. | ||
− | * | + | *The axis differs in G3D, with the Y axis being height, X axis being length, and Z axis being width, unlike Blender's default of the Z axis being height, X being length, and Y being width. |
==Model preparation== | ==Model preparation== | ||
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*The start and end animation frame should be set appropriately. A large number of frames causes a massive filesize. G3D interposition of frames is considerably smoother than viewed in Blender, so models should rarely require more than 30 frames. If the model is unanimated, the start aand end frame should be set to 1 in the timeline window. | *The start and end animation frame should be set appropriately. A large number of frames causes a massive filesize. G3D interposition of frames is considerably smoother than viewed in Blender, so models should rarely require more than 30 frames. If the model is unanimated, the start aand end frame should be set to 1 in the timeline window. | ||
*<span id="linking_textures">The texture of the model must be properly linked in order for it to appear on the exported G3D model. To link the texture, in the properties window, under the textures tab, with the model selected, set the type to "Image or movie" and open the image.</span> | *<span id="linking_textures">The texture of the model must be properly linked in order for it to appear on the exported G3D model. To link the texture, in the properties window, under the textures tab, with the model selected, set the type to "Image or movie" and open the image.</span> | ||
− | *In the G3D support panel, under Object Data in the properties window, the | + | *In the G3D support panel, under Object Data in the properties window, the model can be single sided or <b>double sided</b> (which controls whether or not the object can only be viewed from one side), have [[teamcolor]] or transparency (if team colour is toggled, alpha in the texture will be replaced with team colour), and be toggled as selectable or not (non-selectable objects can't be clicked on to select the unit, such as the pebbles that scatter when a worker is mining). |
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*To make a material partially transparent (for use such as [[transparent teamcolor]]), in the materials tab of the properties window, check the transparency box and under Z transparency, adjust the alpha slider. | *To make a material partially transparent (for use such as [[transparent teamcolor]]), in the materials tab of the properties window, check the transparency box and under Z transparency, adjust the alpha slider. | ||
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==Troubleshooting== | ==Troubleshooting== | ||
*'''White model''' - The texture was not properly linked to the object (detailed [[#linking_textures|above]]). | *'''White model''' - The texture was not properly linked to the object (detailed [[#linking_textures|above]]). | ||
− | *'''Model is sideways''' - Model not orientated properly. The | + | *'''Model is sideways''' - Model not orientated properly. The Y axis is height, the X axis is length, and the Z axis is width, unlike Blender's defaults. |
==See also== | ==See also== |