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Got a few quick questions:

1. I am working on a map which takes place in some dark alleys. I am wanting to build some background buildings which the player can't get to. What's the best way to build these? Right now I'm just adding geometry outside of the "arena" and applying nice textures.

2. Can you set the angle of the sun? The first map is at dusk and I want a very low primary light source with sharp shadows and a reddish tint.

3. VERY immature question, I know, but: how do I substitute my own models for the weapons? I'm embarrassed even asking this...I just need to take out all weapons and add a pistol.
1: Well, do that and block them off with transparent walls. Then make the buildings pass through (will run faster). And if you want, you can also texture buildings into the skybox, looks awesome if done right Wink.
2:Umm, instead of using the ambient lighting just make a light spot Wink. Click the light button and make the size really big.
3: XD. Open the animator Wink. I think you know where to go from there, import your own model to replace them. Remember, you have model them in a different app, like http://www.wings3d.com, or http://www.blender.com (they are both free). Also, you can change all the weapons and stuff through the player and weapon scripts Wink.
Thanks, I own Lightwave so the models will be no problem. Thanks for the tip on the light spot.
Naegling Wrote:1. I am working on a map which takes place in some dark alleys. I am wanting to build some background buildings which the player can't get to. What's the best way to build these? Right now I'm just adding geometry outside of the "arena" and applying nice textures.

There's a couple other options here. You can put the buildings outside some sort of fence/wall/etc. If they can't be reached, it's easy to make them very simple buildings that only show one side.

... or if you want speed, you can create a sky box (left, right, forward, backward, top textures) that seam together to make the background. Put the far away buildings/cities there.

[>] Brian
OK, I've made some skyboxes and it's looked pretty good.

Is there a downloadable manual for Dim3? I've been looking everywhere. That mean's I've been having to figure out Dim3 as I go...whch is not ideal for me.

Now I have some questions in regards to working within the editor.

1. Is there a way to copy/paste?
2. Can I select all of the geometry in a portal's floor at once?
3. And is there a common reason why the Animator doesn't accept a .lwo model because it "doesn't have vertices"?

Thanks!
Naegling Wrote:Is there a downloadable manual for Dim3? I've been looking everywhere. That mean's I've been having to figure out Dim3 as I go...whch is not ideal for me.

You can always look at the docs. They come with Dim3 but you can also find them here: http://erikkemmer.er.funpic.de/dim3/docs/ Smile
A "real" manual doesn't exist. Yet. Wink
Naegling Wrote:1. Is there a way to copy/paste?
command+D makes a copy and places it at the same location as the origional. Also, if you plan on using that pice of the map alot, you can go to pieces<combine into primitive
then pieces<add to custom primitives list
after that, just click the add primitive button on the side-bar.

Naegling Wrote:2. Can I select all of the geometry in a portal's floor at once?
go to portal<select<floors

Naegling Wrote:3. And is there a common reason why the Animator doesn't accept a .lwo model because it "doesn't have vertices"?

I don't know, maybe you didn't save right. I only use obj export, maybe try that.
Well, are you using vertices to model? If so it must be a bug :|.
Naegling Wrote:3. And is there a common reason why the Animator doesn't accept a .lwo model because it "doesn't have vertices"?

I'd stick to exporting it as OBJ as that's the most supported, but this message comes up when you have a model made up of primitives. Remember that Animator isn't a modeler, it's an animator-only, so the modeler needs to have the model tessellated, i.e., in triangles or polygons (not primitives like spheres or meshes.)

[>] Brian
Just another quick question: it looks like (from the Import Obj dialog in Editor) that I can import a .obj file to use as my map geometry. Is this actually possible, and what are the downsides?

- thanks
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