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headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - looking for a milkshape xpert
my textures r in base/texture, milkshape and t2 use them if i want an object with full opacity. But if i add an alpha chan and move the "right slider" of the material in milkshape to the left it gives a white object or an almost totally transparent object, no way to have a translucent (semi transparent) textured crystal.
same for the collision mesh. My crystal and my mushroom are single objects. I tried to rename the only group of my mushroom for example to "collision" or "collision-1" and it doesnt work, i cant chose the mesh "collision" as a collision mesh when i export. The only choices are "none", "cube" or "cylinder".
But if i create another invisible and simple object, a second mesh, i got the choice when i export and can chose the "mushroom" or the "little invisible object" as a collision mesh. For me it means i got a clean shape u can run through ingame or a shitty shape with an invisible simple cube inside and the mushroom is chosen as the collision mesh. Totally illogical and stupid. I just want a clean single-mesh shape which is chosen as a collision mesh ingame...
Translucency? I don't know much about this but is your alpha channel properly set up? I am guessing the level of opacity in it gives the amount of translucency or shininess.
I just tried milkshape with t2 for the first time, got the model in fine textured properly, I then tried putting in a collision area, any option. At first it seemed to work fine, aim my blaster at the object pulled the trigger and instant UE, it didn't even have time to hit the object.
So I tried shooting off the ground to hit the object, It then got to the collision and instant UE! I also tried a translucent texture but it didn't really work
EDIT
I got translucency to work on mine. The exporter only allows you to choose a group when there are 2 or more available, possibly make a duplicate(if you want exact) and create an invisible collision.
Heres what I did. Thats a box in the front.
If the reflectivity is too high all you will see if the environment map.
What kind of shape are you trying to make? a crystal shape that is shiny and transparent? That is tricky, but try using zero or minimum reflectivity and 50 % transparency.
For the collision mesh thing, you need to take the mushroom mesh and duplicate it and name the duplicate 'collision-1'. Then you will have the detailed collision mesh but this is not generally something you want to do because it will take the server too long to detect collisions with the collision mesh detailed such that they would be and you would see a performance slowdown when you are near that shape.
What you need to do is create a collision mesh that is a simplified version of the main model mesh, e.g. some stacked boxes that are roughly the shape of the object. For a mushroom it would be a tall skinny box with a more broader box on top. If you want a little more realism you can construct a ~slightly~ more complex collision mesh but don't go overboard or you will take a performance hit.