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Sigmund Kyrre Aas wrote:
> Those boards should have been cut at
> different places in the log, or perhaps a little tilted along x or z.
There was only one board that was duplicated, but in one direction only, I
should have offset them to make it appear more realistic.
--
,-._|\ Alex McMurray
/ Oz \ ale### [at] melbpcorgau Melbourne PC User Group.
\_,--.x/Melton. Vic. Australia
v
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David Fontaine wrote:
> Some of the image_map ratios are wrong I think, a standard render is
> 3:4. (I'm looking at my now squashed pirate ship...) Or else it's a
> camera problem, but you should fix it.
> Be sure to give all the artists credit if/when you put this up.
When I looked closer to the images, I noticed that the artist name plates
that were supposed to be below the image maps were missing, the new image
will have the artists credits attached. Thank you.
--
,-._|\ Alex McMurray
/ Oz \ ale### [at] melbpcorgau Melbourne PC User Group.
\_,--.x/Melton. Vic. Australia
v
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Alex McMurray wrote:
> Kevin Wampler wrote:
>
> > Great idea! When you finish this project, maybe you could set up a web
> > site and create a Myst-like virtual gallery, so you can travel around
> > inside of it.
>
> That would be nice, but I have absolutely no idea how to program in VRML,
> I'd have to steal some space on my son's web page to house it though.
No need for VRML, I was thinking of using imagemaps, so you "jump" from one
camera position to another when you click on the appropriate place on the
screen. The biggest problem is that you would have to render a whole bunch
of images for it.
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I don't know if this is how you are doing it already, but I would suggest
using a repeat warp to do the boards. It makes it so you only have to have
one object for the floor, and doing things like adding an offset is trivial.
Alex McMurray wrote:
> Sigmund Kyrre Aas wrote:
>
> > Those boards should have been cut at
> > different places in the log, or perhaps a little tilted along x or z.
>
> There was only one board that was duplicated, but in one direction only, I
> should have offset them to make it appear more realistic.
>
> --
> ,-._|\ Alex McMurray
> / Oz \ ale### [at] melbpcorgau Melbourne PC User Group.
> \_,--.x/Melton. Vic. Australia
> v
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Alex McMurray wrote:
> Kevin Wampler wrote:
>
> > Great idea! When you finish this project, maybe you could set up a web
> > site and create a Myst-like virtual gallery, so you can travel around
> > inside of it.
>
> That would be nice, but I have absolutely no idea how to program in VRML,
> I'd have to steal some space on my son's web page to house it though.
Given the converters out there I would be surprised if anyone actually
programs in VRML.
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On Thu, 06 Jan 2000 11:06:56 -0500, Matt Giwer <jul### [at] ijnet> wrote:
> Given the converters out there I would be surprised if anyone actually
>programs in VRML.
I tried it two years ago because I was fooled by the fact that it is
script based and has primitives (hint, hint). When I found out that in
order to transform a red sphere, one should have
transform
{ <transform specs>
pigment
{ <pigment specs>
sphere { <sphere specs> }
}
}
which is the complete inverse of what I was and am used to. I gave it
up.
Peter Popov
pet### [at] usanet
ICQ: 15002700
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Kevin Wampler wrote:
> No need for VRML, I was thinking of using imagemaps, so you "jump" from one
> camera position to another when you click on the appropriate place on the
> screen. The biggest problem is that you would have to render a whole bunch
> of images for it.
Not such a bad idea, you're right though, having to render all those images, I
am currently revamping the whole thing after reading all the comments.
Hopefully it will be imporved.
--
,-._|\ Alex McMurray
/ Oz \ ale### [at] melbpcorgau Melbourne PC User Group.
\_,--.x/ Melton. Vic. Australia
v
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