Try changing your AddMesh order. I'm not sure, but it might work. I had a similar problem where the meshes were defined in the scenery, and after I changed the order, it worked.
In Edit Mode
Switch to Vertex mode
Select the edge (Both Vertices)
Press Shift-Numpad1
Switch to Orthographic View (Numpad5)
Now Both Vertices should be Overlap
Add a plane. Select Align->View in the Left Bottom Corner, the Small "Add Plane" menu
Select the Plane and press P and Separate by...
Your screenshot is blurry, the text is unreadable. By the way, scaling an object the size of a moon, I don't know if Blender doesn't reach its limits when it comes to handling objects of this size.
Auto smooth shouldn't be the problem. My tip would be to split your mesh into more than 8 groups. Our meshes for NASSP VC exceed the number of vertices and triangles by far than your city mesh and we have no problems.
I tested it on Blender 4.3.2. There are differences when building the mesh, so it is not the same like in Blender 4.0.2. But it seems that the mesh works. Also I noticed that when importing a mesh, round meshgroups are not smoothed, they are faceted
Are you trying to compile this?
https://github.com/TheGondos/orbiter/tree/linux
Have you followed the steps in the README.compile file?
Or the steps in Post one here?
Ambient occlusion(AO) adds "shadow" when 2 faces connect each other. For example, you have a floor and a wall, were they connect, AO adds shadow. I don't think D3D9Client supports this.
Displacement is similar to Bump map. This adds fake geometry to the mesh.
Opacity is for transparency...
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