I am starting my feature work and I need some help.
First, when I load the example model that is included with upspring it is solid black. What is wrong here?
Also, how do I set the object origon?
And finally how do I set a glow effect?
-Thanks in advance.. as soon as I can get these answers I will start my feature work.
upspring help needed.
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It's a bug in the shaders, that shows up on any card but mine.First, when I load the example model that is included with upspring it is solid black. What is wrong here?
I will do a new release probably in the weekend probably, it's probably best if you wait for that (1.2 has annoying behavior with missing textures and texture paths).
Move your object around, and click Apply transform. This will transform the vertices into the parent coordinate system, and indirectly allows you to set the object origin (Very much like the indirect setting of origin in 3DO builder I think).Also, how do I set the object origin?
Red channel of the second texture.And finally how do I set a glow effect?
May I request that the team-color opacity be read from the blue channel of the second texture (unused at the moment, if I am not mistaken) instead of the alpha on the first? I'm sure it would be much more convenient for everyone involved, since it can be much more easily worked with and manipulated using any program. I would be very grateful if you could do that.
Aside from keeping compatibility with the feature s3o's that have been made already, this won't be possible.
It has to be put in an alpha channel, otherwise the team color can't be rendered on PCs without shader hardware.
What I can do it add some functionality to upspring to compile 2 final textures from a set of original textures: so color+grayscale teamcolor+grayscale reflection+grayscale self-illumination is converted to the fnal textures.
It has to be put in an alpha channel, otherwise the team color can't be rendered on PCs without shader hardware.
What I can do it add some functionality to upspring to compile 2 final textures from a set of original textures: so color+grayscale teamcolor+grayscale reflection+grayscale self-illumination is converted to the fnal textures.