Difference between revisions of "HowTo:Create Cockpit in Wings3d"
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[[Category:HowTos|Cockpit Creation]] | [[Category:HowTos|Cockpit Creation]] |
Revision as of 08:40, 15 April 2006
Edit HUDs | HowTos |
FIXME CONTENT REQUIRED
The xmesh export plugin for WIngs3D now has an easy cockpit export option.
Procedure
Quoted hellcatv: "just get it into an obj file with the triangles sorted and we can take it from there; but you have to make sure the triangles are sorted from back to front it's a pain...but that's way it is.
I believe 3dsMax lets you sort triangles"
"the polygons must be sorted such that when viewed from the pilot's perspective, the polygons farthest away from his eyeball (in graphics people have 1 eyeball unless you have sterioscopic stuff going on) must be drawn before the polygons closer to his eyeball.
The reason is as follows: one of the major slow-down factors when drawing is reading from the video memory to see if something's behind something already drawn in teh video memory would require an extra checkc on that video memory. since cockpits fill a lot of space, this would cause great slowdown for laptops when the cockpit is drawn
so we don't do the check and hope the cockpit (viewed form 1 angle only) is already sorted for us...if polygons intersect then they must be split into the front and behind...
other than that, the cockpit is just a plain xmesh... modify the bomber_cockpit stuff so that you can just see your new mesh in action... cockpits can only have a single xmesh"
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