voodoo47 on 17/3/2018 at 14:58
Quote Posted by leconbras
doing a Skybox with an object
that sounds like a bad idea™ - Dark is bad with lighting really large objects, afaik.
leconbras on 17/3/2018 at 15:04
I just found the problem. I have to disable tex_filter_mode 0. So the blur between the texture edges disappears. I still have not decided if I'm going to use it, it was just an idea of ​​a short scene I had ..
R Soul on 17/3/2018 at 16:53
Quote Posted by voodoo47
that sounds like a bad idea™ - Dark is bad with lighting really large objects, afaik.
DistantArt objects don't use lighting (in the same way that genuine DistantArt doesn't).
leconbras on 17/3/2018 at 18:02
Why when I add some new object, does it most often comes with order number 1 and 2?
voodoo47 on 17/3/2018 at 18:22
Quote Posted by R Soul
DistantArt objects don't use lighting (in the same way that genuine DistantArt doesn't).
my understanding is that he is creating a giant hollow cube with six plates that have the textures mapped. if that's the case, then it definitely sounds like a bad idea.
R Soul on 17/3/2018 at 19:00
That's a good point. The MX setup was to have multiple objects, but the only outside area was in one corner of the mission, so the origins of the objects were always nice and close to the camera. An object covering the whole mission may stop rendering from some views if its origin is in an un-rendered area.
leconbras,
Your most recent question does not make sense. Please rephrase it or use a screenshot.
Nameless Voice on 18/3/2018 at 17:59
DromEd always did that. It tends to move them to other IDs once you save and reload.
leconbras on 18/3/2018 at 18:11
Thank you. I just realized that recently. Also, I only started to insert the objects recently, so I thought it was something with the update. Good to know it's normal.