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Do you think that one day will be possible to use models for maps in pokemon3d? or models are impossible in this engine?not in p3d you can't![]()
i think we can do it, but i'm not working on that and nilllzz has no real interest in itDo you think that one day will be possible to use models for maps in pokemon3d? or models are impossible in this engine?not in p3d you can't![]()
nilllzz and myself have the source code for p3d and pokeditor. only nilllzz has the code for the launcherThanks for the explanation, Build engine is opensource, is pokemon3d opensource or only nilllzz have the code?
Wouldn't it be possible to edit the .png form of the textures files, (export using .xnb exporter i believe) and input a cylinder that way?Wish we had a cylinder type of model so i could properly create those barriers.
If only it were that easyWouldn't it be possible to edit the .png form of the textures files, (export using .xnb exporter i believe) and input a cylinder that way?Wish we had a cylinder type of model so i could properly create those barriers.
I was thinking of doing that with a few of the textures.
I was planning to use the tile thingy that you made to get different map components to make my own map.
Oh! Well I did notice that most of the maps (that I've looked at) used "wallbills" instead of a wall block. Would this work instead of a model like you said?If only it were that easyu have to remember that textures are just images rendered on triangles defined in the texture indexes.
If u were to just use the game boy cylinder texture on the face of a cube it would look just wrong and out of place.
To make it 3d u have to use the "models" provided by nilllzz and assign the correct texture to each side.
Some entities use a model that makes it so the image is always facing you but that just looks weird if u use it for objects that are meant to be true 3d.
Nilllzz has hard coded in several shapes (models) which u can choose from however none of those shapes is a cylinder.
Alright. I'll get back to you if I manage to get the cylindrical object in thereWallBills use modelid 3 it makes it so the object is always facing you regardless what direction u look at it (well except from high above)
Honestly not sure what the real difference is between WallBills and WallBlocks because they both can use model id 3 and end up looking exactly the same.
U can experiment with the available models in the map editor if u want i think the model id go up to 14