
Posted:
Thu Apr 14, 2005 4:01 pm
by Rovastar
Oh to fix the problem you need to add PSO as well I think
from strncpy(t.shader,"T0;GSO;GTO;B10;D;PTO1.0,0.0,0.0;",256);
to
strncpy(t.shader,"T0;GSO;GTO;B10;D;PTO1.0,0.0,0.0;PSO1.0,0,0;",256);
But I do not know how 1.0 will look though PTO/PSo 1,0,0 will look though. Maybe try reducing it for example in the Monkey scene you have
strncpy(tn.shader[0],"D;T0;B10;GSO;GTO;PSO0.0005,0,0;PTO0,0.0005,0;",256);
PSO/PTO (0.0005,0,0) so play with the values until you get something that is right for you.

Posted:
Thu Apr 14, 2005 4:26 pm
by rabidhamster
The PSO/PTO are two directions in which texture is applied - one for the texture's X, one for the texture's y. By Changing the values, you can change the repetition of the texture, and by making them odd directions you might get the texture to fit better.
Your other option now is to use milkShape to add texture coords, then export to 3DS binary, and use the new model functions to load it and display it. The obvious scene to try then is 'raining shrooms'

Posted:
Fri Apr 15, 2005 8:19 am
by SpOOnmAn
so if i place texture coordinates, i can also have different textures, one for the hat, and one for the stick?
rova, the model is in the zip archive i psted, includeing the whole scene, with tex and all, but it is atm a little lets say rudimentary, i will polish it up when the scene runns well. i am also not that familiar to ms3d atm, but that cant be the problem, i will get this running well because i get everything running that i want to if i have enough time. and the more problems i have the more i learn...