|
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
|
Originally posted by Gecko
some texture on the sides begin to get screwed much like they were with the other bug.
This must be an error in my level. Have you tried importing the latest obj file into Mario64?
The former obj file included some faces with scaling issues like on this screenshot:
...
If you look at the top, there's a face with a wrongly scaled face next to the "entrance" of the walk-in skyscraper. I had created an uv map for each of the wrongly scaled faces and they had different scaling values.
The latest .obj should have most if not all UV map problems fixed.
I did use the newer version and I did notice that the old one had some UV coords errors. But the bug happens precisely when I scale the textures over a certain amount, even with the new version.
But if the multiplying value is 50 or lower, all textures are perfect (there are still like 3 little triangles on the floor that are messed up, but I'm pretty certain it's a little mistake on your part, is these show in the 3d preview and in Wings 3d).
Originally posted by messiaen
(In reply to VL-Tone's last post)
Looking really great! It seems that Mario64 collision just fails on certain angles. The lightning ingame looks a bit weird, are the vertex normals correct?
I think that the normals are correct, by I may be wrong, the axis may be swapped or something. The floor on the left of Mario seems a little messed up, but it's because of that lower ground part (which is in front of the little bridge). Another thing, it seems that the texture setting I'm using is used for "flat shaded" polygons, and I should turn on "smooth shading" (aiming at making it a parameter that you can set for each material in TT64.)
It is somewhat dark though, I actually had to brighten the brown texture because it was turning out to be too dark on the sides.
But there is some other weird lighting bug happening when I offset the level geometry on the horizontal plane by a certain amount. Every texture becomes tinted with dark orange light. I really don't understand why the level position could result in this problem?
____________________
|
  |
|
|