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en:peluche [2014/08/13 23:16] – Suite de la trad Lyneen:peluche [2021/12/03 19:19] (current) – external edit 127.0.0.1
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 Repeat the operation on the other "Nel Multi Bitmap" that reference the same image. Repeat the operation on the other "Nel Multi Bitmap" that reference the same image.
  
-==  Step 5: Scaling the model  ==+=====  Step 5: Scaling the model  =====
  
 Our 3d model is almost ready. However, its size does not match what is expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand. Our 3d model is almost ready. However, its size does not match what is expected. If you use the 3dsmax measuring tool you will see that the Gubani is 2m high. The simplest way to put it in the right size is to load a Homin model to have visual comparison and ensure that the teddybear can be taken in hand.
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-==  Step 6: Adapt the texture for a fluffy look  ==+=====  Step 6: Adapt the texture for a fluffy look  =====
  
 In terms of texture, to give a "plushy effect", give free rein to your imagination In terms of texture, to give a "plushy effect", give free rein to your imagination
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 {{ fr:18-tuto-peluche-modele3d.png |}} {{ fr:18-tuto-peluche-modele3d.png |}}
  
-==  Step 7: Shape export   ==+=====  Step 7: Shape export   =====
  
  
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 {{ fr:22-gubani-peluche-axe.png?400 |}} {{ fr:22-gubani-peluche-axe.png?400 |}}
  
-If you want to know more about objects held, you can read this tutorial ((still in French for now - link to be modified when translation is available)): http://khaganat.net/wikhan/fr:creation_d_un_objet_prehensible_en_jeu+If you want to know more about objects held, you can read [[creation_d_un_objet_prehensible_en_jeu|this tutorial]].
  
  
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-Unlike coordinates in pixels, these coordinates are using the 3D UV Mapping technique, and have their valeus in [[0|.. 1]] interval. The (0,0) coordinate is the upper left corner of the image and (1,1) is the bottom right corner of the image.+Unlike coordinates in pixels, these coordinates are using the 3D UV Mapping technique, and have their values in [0|.. 1] interval. The (0,0) coordinate is the upper left corner of the image and (1,1) is the bottom right corner of the image.
  
 Passing from one system to the other one is simple. Let (x1,y1) be the place of the upper left corner of our icon in the global image and (x2,y2) the place for its bottom right corner, then: Passing from one system to the other one is simple. Let (x1,y1) be the place of the upper left corner of our icon in the global image and (x2,y2) the place for its bottom right corner, then:
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   icon_teddygubani.tga 0.115234375 0.779296875 0.1533203125 0.8173828125   icon_teddygubani.tga 0.115234375 0.779296875 0.1533203125 0.8173828125
      
-Even if it can be added by hand, the proper way to do it is to use the dedicated NEL tool //build_interface//, as explained in the http://khaganat.net/wikhan/fr:creer_icone_objet (still in French also), which recreate the global texture and the txt file from a folder with all the icons.+Even if it can be added by hand, the proper way to do it is to use the dedicated NEL tool //build_interface//, as explained in [[creer_icone_objet|this tutorial]], which recreates the global texture and the txt file from a folder with all the icons.
  
  
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