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#1216 From: joe@...
Date: Mon Jul 23, 2007 4:01 pm
Subject: Re: How's 3.0 coming, Joe?
joestrout
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On Jul 20, 2007, at 21:20 UTC, Keith Wiley wrote:

> Rhino .3dm format?  Does anyone know a utility that can convert the
> Rhino .3dm format to a more usable format, say DXF, 3dmf, vrml,
> anything like that?  I have a .3dm file and I am desperate to get it
> into either Meshwork or Bryce (preferably both).

Not I -- I've no experience with that format, I'm sorry to say.

However, I do do consulting full-time now, which (combined with having
kids) is part of the reason progress on Meshwork 3.0 has stalled.  But
it means that, if you have a need and a budget, I could probably help
you out (in this case, by writing a custom converter from Rhino .3dm to
whatever you prefer).

Best,
- Joe



--
Joe Strout -- joe@...
Strout Custom Solutions, LLC

#1215 From: Keith Wiley <kwiley@...>
Date: Fri Jul 20, 2007 9:20 pm
Subject: Re: How's 3.0 coming, Joe?
lewiscarrollfan
Offline Offline
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Rhino .3dm format?  Does anyone know a utility that can convert the
Rhino .3dm format to a more usable format, say DXF, 3dmf, vrml,
anything like that?  I have a .3dm file and I am desperate to get it
into either Meshwork or Bryce (preferably both).

Thanks.

________________________________________________________________________
Keith Wiley       kwiley@...        http://www.cs.unm.edu/~kwiley

"Yet mark his perfect self-contentment, and hence learn his lesson, that
to be self-contented is to be vile and ignorant, and that to aspire is
better than to be blindly and impotently happy."
                                             --  Edwin A. Abbott,
Flatland
________________________________________________________________________

#1214 From: Christopher Kempke <ckempke@...>
Date: Tue Sep 26, 2006 1:17 am
Subject: Re: How's 3.0 coming, Joe?
ckempke@...
Send Email Send Email
 
At 02:30 PM 9/25/2006, you wrote:

>Lorin Millsap wrote:
> >
> >
> > At this point, I would switch to Cheetah 3D. It boasts far more
> > features, with a little practice is much easier to use, and is a
> > universal app. I have noticed far too many problems with meshwork not
> > being able to import or export models correctly.
> >
> > [Non-text portions of this message have been removed]
> >
> >
>
>Cheetah will have character animation in a future release as well. Also,
>it does export 3dmf...if that matters to anyone anymore.
>
>
>Meshwork Home: http://codenautics.com/meshwork/
>Mailing List:  http://www.egroups.com/group/meshwork/
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>
>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006


--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006

#1213 From: Christopher Kempke <ckempke@...>
Date: Tue Sep 26, 2006 1:19 am
Subject: Re: How's 3.0 coming, Joe?
ckempke@...
Send Email Send Email
 
Y'all may get a blank message from me, sorry about that.

Following up on other suggestions for 3D modellers, I was going to
suggest Blender.   It has a user interface that makes GIMP look sane,
but it's very powerful, under active development, and nicely
cross-platform, so you can keep working even if all you have
available is a Windows machine.

--Chris


--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006

#1212 From: Daniel Lurie <dl1021@...>
Date: Mon Sep 25, 2006 9:30 pm
Subject: Re: How's 3.0 coming, Joe?
eirulleinad
Offline Offline
Send Email Send Email
 
Lorin Millsap wrote:
>
> Matt Howell wrote:
>
> > Really sorry to hear that, but thanks for getting it as far as you
> > did. (Has anyone tried Meshwork under Rosetta yet?)
> >
> > Since UV-mapped POV exports never made it in, I decided to try to
> > take that on in PHP, of all things. I wrote a utility that accepts a
> > raw Meshwork file via a form, parses it, and outputs the model using
> > POV's mesh2 objects. It works well, except for smoothed materials.
> > I spent a lot of time learning vector math, and finally worked out
> > how normal smoothing works, at least in theory. I even tested it by
> > having POV render the wireframe and face/vertex normals as lines, and
> > it all LOOKS right. But when I render the models, the shading looks
> > warped. I don't suppose anyone could offer any advice?
> >
> > --Matt
> >
> >
>
> At this point, I would switch to Cheetah 3D. It boasts far more
> features, with a little practice is much easier to use, and is a
> universal app. I have noticed far too many problems with meshwork not
> being able to import or export models correctly.
>
> [Non-text portions of this message have been removed]
>
>

Cheetah will have character animation in a future release as well. Also,
it does export 3dmf...if that matters to anyone anymore.

#1211 From: Lorin Millsap <tyranitar@...>
Date: Mon Sep 25, 2006 8:29 pm
Subject: Re: How's 3.0 coming, Joe?
millsaplorin
Offline Offline
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Matt Howell wrote:

> Really sorry to hear that, but thanks for getting it as far as you
> did. (Has anyone tried Meshwork under Rosetta yet?)
>
> Since UV-mapped POV exports never made it in, I decided to try to
> take that on in PHP, of all things. I wrote a utility that accepts a
> raw Meshwork file via a form, parses it, and outputs the model using
> POV's mesh2 objects. It works well, except for smoothed materials.
> I spent a lot of time learning vector math, and finally worked out
> how normal smoothing works, at least in theory. I even tested it by
> having POV render the wireframe and face/vertex normals as lines, and
> it all LOOKS right. But when I render the models, the shading looks
> warped. I don't suppose anyone could offer any advice?
>
> --Matt
>
>

At this point, I would switch to Cheetah 3D.  It boasts far more
features, with a little practice is much easier to use, and is a
universal app.  I have noticed far too many problems with meshwork not
being able to import or export models correctly.


[Non-text portions of this message have been removed]

#1210 From: Matt Howell <howellme@...>
Date: Sun Sep 24, 2006 8:49 pm
Subject: Re: How's 3.0 coming, Joe?
howellme@...
Send Email Send Email
 
Really sorry to hear that, but thanks for getting it as far as you
did. (Has anyone tried Meshwork under Rosetta yet?)

Since UV-mapped POV exports never made it in, I decided to try to
take that on in PHP, of all things.  I wrote a utility that accepts a
raw Meshwork file via a form, parses it, and outputs the model using
POV's mesh2 objects.  It works well, except for smoothed materials.
I spent a lot of time learning vector math, and finally worked out
how normal smoothing works, at least in theory.  I even tested it by
having POV render the wireframe and face/vertex normals as lines, and
it all LOOKS right.  But when I render the models, the shading looks
warped.  I don't suppose anyone could offer any advice?

--Matt

#1209 From: joe@...
Date: Fri Sep 22, 2006 2:08 pm
Subject: Re: How's 3.0 coming, Joe?
joestrout
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On Sep 22, 2006, at 13:29 UTC, Daniel Lurie wrote:

> I recall you were going to rewrite it in RB.

Quite stalled, I'm sorry to say.  My heartfealt thanks go out to all
who registered their copy of Meshwork, but despite those generous
folks, it's really not a money-maker compared to the time it takes to
develop it.  And unfortunately, my current financial situation is such
that I can't afford to take on any big nonpaying projects.  (That's why
you haven't seen any new games from Two Guys Games lately, either.)

I still hold a faint hope that somebody will hire me to complete
Meshwork 3.0 on a contract basis (in exchange for which they would own
all rights to the code, of course).  But so far nobody has offered to
do that.

Best,
- Joe

--
Joe Strout -- joe@...
Verified Express, LLC     "Making the Internet a Better Place"
http://www.verex.com/

#1208 From: "Daniel Lurie" <dl1021@...>
Date: Fri Sep 22, 2006 1:29 pm
Subject: How's 3.0 coming, Joe?
eirulleinad
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I recall you were going to rewrite it in RB.

#1207 From: Gregory Dominguez <gbd_aurco@...>
Date: Fri Jun 24, 2005 4:10 am
Subject: Re: Recent spam on the Meshwork mailing list
gbd_aurco@...
Send Email Send Email
 
Thank you Joe,

I appreciate all your efforts

Gregory Dominguez


On Jun 23, 2005, at 7:59 AM, Joseph J. Strout wrote:

> OK, I've banned the two spammer accounts that invaded our list, and
> set the list options so that any further requests to join the list
> have to be approved by me.  I'll give this approval only after
> contacting each one personally and making sure I get a reply.  A pain
> in the tuckus for all involved, but it should solve the problem.
> Thanks for your patience.
>
> Best,
> - Joe
>
> --
>
> ,------------------------------------------------------------------.
> |    Joseph J. Strout         Codenautics: quality Mac software    |
> |    joe@...           http://codenautics.com/              |
> `------------------------------------------------------------------'
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>
>

#1206 From: "Joseph J. Strout" <joe@...>
Date: Thu Jun 23, 2005 1:59 pm
Subject: Re: Recent spam on the Meshwork mailing list
stroutjoe
Offline Offline
Send Email Send Email
 
OK, I've banned the two spammer accounts that invaded our list, and
set the list options so that any further requests to join the list
have to be approved by me.  I'll give this approval only after
contacting each one personally and making sure I get a reply.  A pain
in the tuckus for all involved, but it should solve the problem.
Thanks for your patience.

Best,
- Joe

--

,------------------------------------------------------------------.
|    Joseph J. Strout         Codenautics: quality Mac software    |
|    joe@...           http://codenautics.com/              |
`------------------------------------------------------------------'

#1205 From: "Joseph J. Strout" <joe@...>
Date: Thu Jun 23, 2005 1:48 pm
Subject: Recent spam on the Meshwork mailing list
joe@...
Send Email Send Email
 
Hey guys, I'm really sorry about this.  Yahoo Groups is supposed to
protect us from this sort of junk, but clearly it's failing to do
that.  I'll look into what can be done about this.  (If any of you
have experience managing a Yahoo mailing list, and have relevant tips
to share, please contact me off-list.)

Thanks,
- Joe

--

,------------------------------------------------------------------.
|    Joseph J. Strout         Codenautics: quality Mac software    |
|    joe@...           http://codenautics.com/              |
`------------------------------------------------------------------'

#1204 From: "nina8d71kf" <nina8d71kf@...>
Date: Thu Jun 23, 2005 7:26 am
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nina8d71kf
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Date: Wed Jun 22, 2005 5:52 pm
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#1200 From: "Melinda Rackham" <melinda@...>
Date: Tue May 31, 2005 7:21 am
Subject: drop by if you are in town
melinda@...
Send Email Send Email
 
X melinda


EtherWorldsAdamNash
EtherWorldsMelindaRackham
EtherWorldsWeb3dArt2005

6PM 02 JUNE-02 JULY 2005

GALLERY TALKS BY MELINDA RACKHAM & ADAM NASH
4.00PM FRIDAY 03 JUNE

ADAM NASH Scorched Happiness
Adam Nash is an internationally recognised net-based artist working
in realtime 3d multi-user space as a live performance medium. His
work attempts to explore the visual, sonic and spiritual qualities
that are native to 3d cyberspace. Currently, networked multi-user 3d
computer games are enjoying great popularity as entertainment, and
multi-user cyberspace is increasingly being used for educational and
scientific purposes. Because shared cyberspace is a relatively new
and unfamiliar space, it is natural that initial work in this area
has been interested in mimicking real space, or exploring the
relationship between physical presence and virtual presence by
recreating the human form as avatar. But there has been little work
done investigating the potential of shared networked space as a site
for live virtual performance art on its own terms. Using Julia
Kristeva's text "Toccata and Fugue for the Foreigner" (from Stranger
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MELINDA RACKHAM Empyrean
Melinda Rackham is an artist, writer, curator and media consultant
based in Sydney, Australia, who has been working online since 1995
and is the producer of -empyre- online media forum. Her practice has
investigated the aesthetic, technological and philosophical aspects
of online identity, locality, sexuality and community, as well as
viral symbiosis and trans species relations. Her writing appears
online and in a wide variety of print journals. Her web works have
been shown widely nationally and internationally. Empyrean is the
zone of electronically constructed 3 dimensional space, a virtual
geography populated by textual entities. It is a parallel universe,
an etheric arena beyond space and time - a world of gaps and
intervals, fluidly traced by interactions with others, rather than
rigidly mapped by terrritorialising agents. This zero space is
transversed by in-tensions, relations, attractions, and transitions
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navigating through a series of scapes without the regular markers of
order and normalcy. Further information on Melinda Rackham and her
work can be found at www.subtle.net

WEB3DART2005 www.web3dart.org
Web3dArt is an exhibition aimed at presenting a selection of the best
3d works in the period 1999-2005. The 2005 selection is juried by
Prof. Karel Dudesek, Head of the Postgraduate Course at the College
of Design and Communication, Kent, UK, Melentie Pandilovski, Director
of the Experimental Art Foundation, Adelaide, Australia, Taylor
Nuttall, Director of the Folly, Lancaster, UK, and Martin Schmitz,
Germany. It features a range of artistic, research, commercial and
student projects which have been selected on the basis of operational
functionality, content within 3d visualisation, and the innovation
shown in the use of 3d. Web3dArt is the only international show of
its kind and has become the biggest collection of three dimensional
art and design sites ever assembled. Participants come from a broad
range of countries including Australian artists Melinda Rackham, Adam
Nash, Martin Thompson, Jason Nelson. Web3dArt has been presented
worldwide including in Germany, Macedonia, USA, Slovenia, UK and
France. WEB3DART2005 was first presented at the International Web3d
Symposium at the University of Wales 29 March-1 April.

Phone EAF Director, Melentie Pandilovski, for further details  +61
(0)8 82117505

--
EXPERIMENTAL ART FOUNDATION curates its exhibition program to
represent new work that expands current debates and ideas in
contemporary visual art. The EAF incorporates a gallery space,
bookshop and artists studios.

Lion Arts Centre North Terrace at Morphett Street Adelaide
PO Box 8091 Station Arcade South Australia 5000
Tel: +618 8211 7505  Fax +618 8211 7323
email: eaf@...  bookshop email: eafbooks@... web:
http://www.eaf.asn.au
Director: Melentie Pandilovski  Administrator: Julie Lawton
Program Manager: Michael Grimm Bookshop Manager: Ken Bolton

The Experimental Art Foundation is assisted by the Commonwealth
Government through the Australia Council, it arts funding and
advisory body, by the South Australian Government through Arts SA,
and through the Visual Arts and Craft Strategy, an initiative of the
Australian, State and Territory Governments. The EAF is proudly
smoke-free.

#1199 From: "nddkvzbq" <nddkvzbq@...>
Date: Mon Apr 11, 2005 11:26 am
Subject: Refinance now
nddkvzbq
Offline Offline
Send Email Send Email
 
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#1198 From: Lars Jensen <larsjensen@...>
Date: Mon Mar 21, 2005 3:48 pm
Subject: Re: What is a blog?
larsdjensen
Offline Offline
Send Email Send Email
 
> But can someone explain to me what a blog is?

Type "what is a blog" into Google.

lj

#1197 From: "dillian74a" <dillian74a@...>
Date: Mon Mar 21, 2005 3:44 pm
Subject: What is a blog?
dillian74a
Offline Offline
Send Email Send Email
 
I found this url surfing, http://blogs.ardice.com
But can someone explain to me what a blog is?   -   Dillian74a

#1196 From: Keith Wiley <kwiley@...>
Date: Fri Feb 11, 2005 6:35 pm
Subject: Re: are textures 16 bit?
lewiscarrollfan
Offline Offline
Send Email Send Email
 
Thanks.  I never looked at the 3DMF files directly.  I wasn't sure if they
were ASCII or binary.

On Fri, 11 Feb 2005, Jeff Quan wrote:

>
> On Feb 7, 2005, at 1:37 PM, Keith Wiley wrote:
>> Does Meshwork automatically convert nonalpha textures to 16 bit if they
>> are pasted in at 32 bit?
>
> Joe can answer this better, but taking a peek at an exported 3DMF from
> Meshwork shows that each texture is stored as an RGB16, which I believe
> indicates a 16 bit non-alpha texture.
>
> ==
> Jeff Quan
> jquan@...
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>
>
>

________________________________________________________________________
Keith Wiley         kwiley@...         http://www.unm.edu/~keithw

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                             --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1195 From: Jeff Quan <jquan@...>
Date: Fri Feb 11, 2005 6:20 pm
Subject: Re: are textures 16 bit?
jeffq_cnet
Offline Offline
Send Email Send Email
 
On Feb 7, 2005, at 1:37 PM, Keith Wiley wrote:
> Does Meshwork automatically convert nonalpha textures to 16 bit if they
> are pasted in at 32 bit?

Joe can answer this better, but taking a peek at an exported 3DMF from
Meshwork shows that each texture is stored as an RGB16, which I believe
indicates a 16 bit non-alpha texture.

==
Jeff Quan
jquan@...

#1194 From: Keith Wiley <kwiley@...>
Date: Fri Feb 11, 2005 5:34 pm
Subject: Re: are textures 16 bit?
lewiscarrollfan
Offline Offline
Send Email Send Email
 
Hello?

Keith Wiley wrote:

>Does Meshwork automatically convert nonalpha textures to 16 bit if they
>are pasted in at 32 bit?  I asked because when I paste, save, and export
>32 bit textures and then look at the shaders that are being opened by
>Quesa, the textures seem to be 16 bit, but I'm not sure if I'm just
>confusing somethingand missing something obvious.
>
>Thanks.
>
>________________________________________________________________________
>Keith Wiley         kwiley@...         http://www.unm.edu/~keithw
>
>"Yet mark his perfect self-contentment, and hence learn his lesson,
>that to be self-contented is to be vile and ignorant, and that to
>aspire is better than to be blindly and impotently happy."
>                                            --  Edwin A. Abbott, Flatland
>________________________________________________________________________
>
>
>Meshwork Home: http://codenautics.com/meshwork/
>Mailing List:  http://www.egroups.com/group/meshwork/
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>

--

________________________________________________________________________
Keith Wiley         kwiley@...         http://www.unm.edu/~keithw

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                            --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1193 From: Keith Wiley <kwiley@...>
Date: Mon Feb 7, 2005 9:37 pm
Subject: are textures 16 bit?
lewiscarrollfan
Offline Offline
Send Email Send Email
 
Does Meshwork automatically convert nonalpha textures to 16 bit if they
are pasted in at 32 bit?  I asked because when I paste, save, and export
32 bit textures and then look at the shaders that are being opened by
Quesa, the textures seem to be 16 bit, but I'm not sure if I'm just
confusing somethingand missing something obvious.

Thanks.

________________________________________________________________________
Keith Wiley         kwiley@...         http://www.unm.edu/~keithw

"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
                                             --  Edwin A. Abbott, Flatland
________________________________________________________________________

#1192 From: "daniel172478" <daniel.walker7@...>
Date: Tue Dec 14, 2004 7:31 pm
Subject: Re: novice advice on texturemapping
daniel172478
Offline Offline
Send Email Send Email
 
--- In meshwork@yahoogroups.com, Giles Williams <aegidian@m...> wrote:
>
> On 24 Sep 2004, at 15:13, tobiasasphaug wrote:
> > I'm trying to make a space ship for the excellent Oolite
> > (http://oolite.aegidian.org/) and
> > apply textures as he describes in a tutoral.

Hmm, I too, am trying to generate a spaceship model in accordance with the
tutorial. My
problem appears to be that - although I could paste graphics, for textures, into
the
Material Properties dialogue yesterday, I absolutely cannot replace these, or
paste into any
new materials today. Baffling. The Materials Properties dialogues seems
exceptionally
buggy, mind you.

#1191 From: "ejmicityzo" <ejmicityzo@...>
Date: Thu Nov 4, 2004 11:26 am
Subject: i did refinance for much less
ejmicityzo
Offline Offline
Send Email Send Email
 
hey all

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I posted this on meshwork, if you dont want to be a member anymore just email
meshwork-unsubscribe@yahoogroups.com

#1190 From: "nr597451" <nr597451@...>
Date: Wed Oct 6, 2004 12:45 pm
Subject: Newsletter for meshwork Members
nr597451
Offline Offline
Send Email Send Email
 
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by sending a mail here meshwork-unsubscribe@yahoogroups.com

#1189 From: Giles Williams <aegidian@...>
Date: Fri Sep 24, 2004 10:14 pm
Subject: Re: novice advice on texturemapping
gray39ghost
Offline Offline
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On 24 Sep 2004, at 15:13, tobiasasphaug wrote:

> my apologies if this is an identical question to a previous one, but
> my lingo vocab is too
> poor to detect it.
>
> I'm trying to make a space ship for the excellent Oolite
> (http://oolite.aegidian.org/) and
> apply textures as he describes in a tutoral.
>
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D
> preview my object.
> the textures in almost every instance do not apply themselves in a
> flat way according the
> the desired axis, and in many cases neglect to render several planes.
> the result looks like
> an object with wrinkled skin missing several sides.
>
> is this a typical newbie fool's mistake?

Hi, sorry I was responsible for the Meshwork tutorial (at
http://oolite.aegidian.org/cyoship ) that caused this confusion.

The textures Tobias was using were 255x255 rather than 256x256 or some
other power of two in each dimension and this caused the texturing
mess.

It might be wise to have the next version of Meshwork check (and
ideally, correct) the dimensions of textures pasted into the materials
dialog.

-- Giles Williams

#1188 From: Jeff Quan <jquan@...>
Date: Fri Sep 24, 2004 8:29 pm
Subject: Re: novice advice on texturemapping
jeffq_cnet
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On Sep 24, 2004, at 7:13 AM, tobiasasphaug wrote:
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D
> preview my object.
> the textures in almost every instance do not apply themselves in a
> flat way according the
> the desired axis, and in many cases neglect to render several planes.
> the result looks like
> an object with wrinkled skin missing several sides.

Can't say what you're doing wrong without seeing what you've done, but
I can point you to my Meshwork tutorials at
<http://www.geocities.com/jeffq_cnet/Meshwork/index.html>
I suggest following the "...and planar" link.


> also, is it only me and my copy that do not enjoy the option of
> Apl-Z/undo, or is this a
> missing feature in Meshwork?

That is a missing feature in the current release.

==
Jeff Quan
jquan@...

#1187 From: "Becky Hartnett" <bekhart@...>
Date: Fri Sep 24, 2004 7:16 pm
Subject: Re: novice advice on texturemapping
bekhart@...
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Please remove me from this group!

----- Original Message -----
From: "tobiasasphaug" <tobiasasphaug@...>
To: <meshwork@yahoogroups.com>
Sent: Friday, September 24, 2004 10:13 AM
Subject: [meshwork] novice advice on texturemapping


> my apologies if this is an identical question to a previous one, but my
lingo vocab is too
> poor to detect it.
>
> I'm trying to make a space ship for the excellent Oolite
(http://oolite.aegidian.org/) and
> apply textures as he describes in a tutoral.
>
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D preview
my object.
> the textures in almost every instance do not apply themselves in a flat
way according the
> the desired axis, and in many cases neglect to render several planes. the
result looks like
> an object with wrinkled skin missing several sides.
>
> is this a typical newbie fool's mistake?
>
> any advice would be superappreciated.
>
> also, is it only me and my copy that do not enjoy the option of
Apl-Z/undo, or is this a
> missing feature in Meshwork?
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List:  http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>

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