cockpits, as last

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etheral walker
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cockpits, as last

Post by etheral walker »

ok now I got nice proportions, no strange vertices, but normals seems inversed and textures don't draw ~>_<~.
i posted it on my ftp, should a devellopper have a look and explain me what 's wrong?
I see dead polygons....
pontiac
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Post by pontiac »

As i explained before:
If you export a normal geometry to xmesh and use this in vegastrike it will look creepy (wrong faces drawn, etc).

The faces of a cockpit bust be sorted with a binary space sorting algorithm (BSP).
This is needed because the cockpit is drawn very often and slows down the engine if it isn't presorted. (hellcatv knows more about this).

I am currently programming an algorithm for the plugin, but it will last some time.

Maybe ask some people how they did make their cockpits.

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etheral walker
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Post by etheral walker »

ok then I will wait to export cockpits
I see dead polygons....
pontiac
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Post by pontiac »

etheral walker wrote:ok then I will wait to export cockpits
Unfortunately that's the only way(=wait to export) i know, but please don't stop making/texturing the cockpits, they are just awesome.

Maybe there is a way to turn the ingame calculation of BSP on.
Anybody knows this?

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etheral walker
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Post by etheral walker »

no problem, I have a huge amount (1 cdrom) of textures, interiors, planes, weapons made on linux, while I was waiting to be able to use wings' full capacities on linux :). Plus I broken a leg yesterday (rugby ;) ), then be sure I won't let my computer alone !
To finish, might prupose your worm hole before the end of the day (gmt)
I see dead polygons....
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