found a boing 747 model messed around with it a bit
till i finally got to turn it 90 degrees so point of the plane was forward
threw it in the theuniversal modelconverter to get it to stick to the ground
(noticed all the groups where gone after save)
tryed it (it's HUGE)
messed with textures failed so i restarted from the start to get my groups back and forgot how i turned the model around and i'm giving up after messing around with my mouse glitching on my
i think my logitech mx500 mouse is almost dead it keeps turning itself off
original file: 747_3ds.zip
Boing 747 model need some help
Rotating a model in the Model Converter is pretty easy - Tools/Rotate Free or Tools/Rotate Z 90.
Looking at your 747 you just need to do Tools/Rotate Free and then enter -90 and select the Z axis. The correct orientation for the game is "right way up, pointing to the right" when you first load a model into the MC (or when you press the V key, which resets the camera to its starting position).
However, the model is slightly borked. I suspect that's because it uses groups, which I always find to be a Bad Idea as far as the MC is concerned. Best idea is to collapse it all to one mesh, and then export it, from whichever model program you use. An even better idea is to export it to .x - I find that's a lot more reliable.
A note on textures... if your original model was multi-textured you'll have a good deal of work to do remapping it, cos we only support 1 texture per model at the moment.
btw - this is more of a "developer" post so I've moved it to the appropriate forum.
If you need any more help just shout.
f
Looking at your 747 you just need to do Tools/Rotate Free and then enter -90 and select the Z axis. The correct orientation for the game is "right way up, pointing to the right" when you first load a model into the MC (or when you press the V key, which resets the camera to its starting position).
However, the model is slightly borked. I suspect that's because it uses groups, which I always find to be a Bad Idea as far as the MC is concerned. Best idea is to collapse it all to one mesh, and then export it, from whichever model program you use. An even better idea is to export it to .x - I find that's a lot more reliable.
A note on textures... if your original model was multi-textured you'll have a good deal of work to do remapping it, cos we only support 1 texture per model at the moment.
btw - this is more of a "developer" post so I've moved it to the appropriate forum.
If you need any more help just shout.
f