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FPSC Classic Models and Media / Tutorial: Make a Multitextured entity with Sketchup

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fallen one
18
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 15th Sep 2008 18:09 Edited at: 15th Sep 2008 20:48
Just been playing with sketchup, I see a problem, the things made with it have double sides, if one made a box, it makes the inside as well, so rather than having 6 faces, it has 12, everything it makes is hollow,nothing is attached, its made from lots of faces, its not a solid model, this makes the model way larger in size and will impact the speed of the engine, Im not sure if this can be altered on export, the whole model needs welding of the edges or vertex, though perhaps this will mess up the texture UVs, havnt tested yet. So this tutorial and sketchup as a tool for fpsc is missing an important element, one of optomisation of the model.

also as the models are two sided, we have the problem of fpsc making lightmaps for the inside of the entity, so its bad all round.

Of note, I exported out of SU as a 3ds, as exporting as .x gives a size error, so doing as 3ds and then in another app as .x may keep it as the right scale, Ill test to see now. Yep, just tested, it keeps its scale.

The tutorial works, but it had problems, as noted above, also, I tested this by exporting a big building as an entity, you could walk through parts, and the collision was all over the place, in some parts I could not walk withing 1000 units of it at least, so I am not sure about collision issues with this at all. I dont see settings for collision or see how it is worked out for the object.

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