For this you need a texture for your mesh. For example, myBalloon.dds, which contains the colors of your balloon. Then you create additional textures with the extension
for example, myBallon_transl.dds. This is a black and white texture that contains information about which parts of your...
It would be helpful if you could implement a warning in your addon in case this limit is exceeded.
I think in OpenOrbiter this limit is higher, but I'm not entirely sure.
This is because in Orbiter a mesh group cannot have more than 32768 vert or faces, I can't remember exactly. And your chain definitely exceeds this limit. To test your chain you can create four mesh groups and then it should work. But it is not usual to use so many polys in a mesh. My principle...
I don't think it's a bad idea the way you made it, extruding a circe for modelling the main body of a Plane it's ok imo. If you want in future to animate your mesh, wings, tail, propeller etc then you must separate the mesh.
You have to delete these edges. They are unnecessary and do not belong to any face.
btw Looking closer to your mesh you have more unnecessary edges. All what i selected here can be deleted.
Also in your latest posted blend file, you have inverted Normals as you can see on this screenshot...
@jarmonik Example, we have a texture for a panel and a texture for a button and the button texture is blitted into the panel texture using oapiBlt, but at the same time we have an emission texture for this panel texture and we also have an emission texture for this button texture, is it...
It may be that your Mac system is case sensitive. This means that a folder or file called "meshes" and "Meshes" are different, but in Windows they are both the same. Rename the folder "Meshes" to "meshes" in lowercase and try again. You also need the textures folder, otherwise you will have...
Just to be sure, you downloaded the file that Blake posted earlier and in the Blender menu "Edit/Preferences/Add-ons/Install..." you selected this zip file and installed it.
Alternatively, do you have Blender installed? Have you tested the portable version of Blender?
@Blake At least I don't see any difference in the material names. Left enabled, right disabled? Did I miss something?
By the way, on the right it is exactly how I wanted it.
In my opinion, the names should not be changed when importing.
So you can also see the “original” names in the outliner.
As far as I know, the fact that a material with the same name can be used with two or more different textures shouldn't cause any problems since the mesh has already been...
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