Jump to content

Mikki Miles

Resident
  • Posts

    978
  • Joined

  • Last visited

Everything posted by Mikki Miles

  1. I have the NVIDIA GeForce 9600M (GT) on my MBP, and enabling shadows crashes my viewer, so no shadows, no physics :-(
  2. mh, this workaround doesn't work for me, since I work on a Macbook pro, it can't show shadows due to it's hardware. I tried enabling shadows, and the viewer (232004) crashed. Can any Mac users giver a hint, please?
  3. mh, this workaround doesn't work for me, since I work on a Macbook pro, it can't show shadows due to it's hardware. I tried enabling shadows, and the viewer (232004) crashed. Can any Mac users giver a hint, please?
  4. actually the gurdy gurdy is a bit like a violin with an endless bow (the rotating wheel)
  5. thanks :-) I can't wait for mesh being released on the main grid, though I still have to learn a lot
  6. in RL, yes. But it's much harder to build one in RL ;-) this one here will play music someday.
  7. the sun is shining and it's May, what's there better to do than some mesh... here's my Hurdy Gurdy, and hopefully someday I will master that LOD thingy
  8. I want to upload a model (29996tris/21834 verts). The auto generated LOD medium has 9976/9992, the lod model that I made manually for med level has 6016/9019, less then the auto generated, but the uploader says "Level of detail has too many vertices" duh and more, the low model shows strange distortions, but when I upload it as normal model (high level), this can't be seen. a little picky, that uploader...
  9. yes, "materials" would be confusing, too. There's one part of that model with no material assigned at all, i simply paint it white inworld (for now) oh, BTW, is there any known trouble with uploading a physics shape along with the model? I keep on crashing...
  10. it's me again :-/ I'm trying to upload a model with the different, handmade LODs. The HI model has 7407 tris/4049 verts, the med comes with 736/765, low with 138/188 and xlow with 13/29. when I add the low model, the uploader says "Levels of detail have a different number of textureable faces" I don't understand this, I thought that's what it's all about, to have a different number of faces???
  11. yeah! it was the flat/smooth thing for most of the faces, and for one the overlapping face thingie... thanks for the help! edited to clarify
  12. that's the way it looks like:
  13. No, th normals are ok. I'll post a screen shot, if I ever get home again. Currently I'm stuck on a train in thr black forrest...
  14. I'm working on an object in Blender (3D view, solid) and some faces of a perfect flat plane show a darker grey than the others. Moving a vertex sometimes fixes it, and I'd like to know what that means, and does it bring any disadvantage having such darker faces in the model?
  15. first try failed (arabian tent...), second try worked btw, half of the content listed under "music" smells like copyright infringement...
×
×
  • Create New...