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DarkBASIC Professional Discussion / sphere rotation problems

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Unseen Ghost
23
Years of Service
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Joined: 2nd Sep 2002
Location: Ohio
Posted: 30th Aug 2003 18:47
Hi,

I made an sphere object and textured it in 3d canvas. Then exported it into DBP and tried to run my program. Not only did it not show up with the texture on it, but the planet didn't stay still and rotate on its y axis, the whole planet moved in a big circle like a donut shape. The front on the sphere stayed toward the direction it was spinning also.

I just want the planet to stay in on place and rotate on its y axis, that's it. Can anyone help me ? Here's my code.

UnseenGhost
UberTuba
23
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Joined: 5th Oct 2002
Location: Brittania
Posted: 30th Aug 2003 18:51
its because when you made the model in 3d canvas you didn't place it
at pint (0,0,0), the origin. why dont you just use the sphere
primitive in dbpro

the artist formally known as darkfluff
Unseen Ghost
23
Years of Service
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Joined: 2nd Sep 2002
Location: Ohio
Posted: 30th Aug 2003 19:14
It works with the primative in DBP, but when I do that and paste the image to the object it has a seam down one side of the planet. I looks stupid that way.

How do you place an object at point (0,0,0) in 3d canvas.

UnseenGhost
jrowe
23
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Joined: 12th Oct 2002
Location: Here
Posted: 30th Aug 2003 19:44
Make sure the texture's in the same directory as the EXE and model.

I hope it helps,

Rowe

For Fathers and Sons who enjoy wholy spirits.
http://www.tinnedhead.tk
http://www.exor-mk1.tk
Unseen Ghost
23
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Joined: 2nd Sep 2002
Location: Ohio
Posted: 30th Aug 2003 20:36
Ok, I will try it

UnseenGhost
Fallout
23
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Aug 2003 20:40
Yeah, ghosty is right. One column of faces in the DB sphere primitive doesnt texture map properly. Don't know why, but you can't use a DB Pro sphere for anything that has to be properly textured.

Ghost, if you can't rebuild the model with it centred on 0,0,0 as suggested by eek, then you can use the offset limb command to offset the objects root limb (0, or it may be 1) and that'll move the object without changing its point of rotation, so you'll be able to move it so its centred on its point of rotation.

Insiiiiiiiiiiiiiiiiiiiiiiiide!
UberTuba
23
Years of Service
User Offline
Joined: 5th Oct 2002
Location: Brittania
Posted: 30th Aug 2003 21:06 Edited at: 30th Aug 2003 21:07
better yet get wings 3d!!!
much better than canvas and free

the artist formally known as darkfluff
CattleRustler
Retired Moderator
22
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 30th Aug 2003 21:44
point of rotation = pivot
make sure pivot (where all 3 axis cross) is at dead center of object before exporting

-RUST-

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