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Dark GDK / how to texture an object

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Oster200
13
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Joined: 21st Jan 2011
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Posted: 16th Oct 2011 04:09
i Have an object that i want to texture to be exact a monster head. but when i try to texture it following a youtube tutorial and when i unwrap the other side of the screen goes all crazy so i dont know what im doing wrong if you need the monster head i will try to put it in an attachment any one know how to do this

Always end the name of your child with a vowel, so that when you yell the name will carry. - Bill Cosby
California is a fine place to live - if you happen to be an orange. - Fred Allen

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Mr Bigglesworth
16
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Joined: 4th Mar 2008
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Posted: 16th Oct 2011 07:53
I think you should post this in the "3D Chat" board, you would probably get much better detailed help there, since this doesn't necessarily pertain to programming.
Oster200
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Posted: 16th Oct 2011 22:36 Edited at: 16th Oct 2011 22:37
Well since i dont want to wasate a post ill ask a diffrent question. on sparkys collision thing what does the int facesPerNode mean
and why could i not use


would i just use the setup complex object for a complex object. compex object means somthing diffrent to every one so is a complex object somthing that has more than 9 sides?

Always end the name of your child with a vowel, so that when you yell the name will carry. - Bill Cosby
California is a fine place to live - if you happen to be an orange. - Fred Allen
Brendy boy
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Joined: 17th Jul 2005
Location: Croatia
Posted: 17th Oct 2011 12:29
Quote: " int facesPerNode"

it is something that you shouldn't be bother with. Just set it to 2,3 or 4 as suggested in the help files.

Quote: "would i just use the setup complex object for a complex object. compex object means somthing diffrent to every one so is a complex object somthing that has more than 9 sides?"

compley object is something that is not a box or a sphere. When you set an object as complex every trinagle will be checked for collision -> very precise collision, slower.

If you don't set it as complex then invisible box or sphere around object will be used for collision ->less precise, faster.

jason p sage
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Location: Ellington, CT USA
Posted: 10th Nov 2011 19:04
Faces per node depends on the granularity you want for the checking.

I usually use the recommendations but for more granularity you can increase it but you can expect a potential impact on performance.

Like I use 9 using Ian's (PixelPerfect's) 3DWS loader.. for level collision/sliding.

I'm not positive this is the wisest move either - so the recommendations to use the "suggested" ones are perfectly fine I'm sure.

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