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  • [[File:Editor_models.png|right|frame|'''Figure 1.''' The Models Page.]] The '''Models Page''' is a tool page in the [[World Editor]]. It can be found under the ' ...
    2 KB (313 words) - 12:23, 15 July 2023
  • ...s of the data they contain. This article describes the differences between models and instanced worlds and discusses when one type should be used instead of == Models == ...
    5 KB (906 words) - 10:53, 15 July 2023

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  • [[File:Editor_models.png|right|frame|'''Figure 1.''' The Models Page.]] The '''Models Page''' is a tool page in the [[World Editor]]. It can be found under the ' ...
    2 KB (313 words) - 12:23, 15 July 2023
  • ...tely. New performance optimizations have also been implemented for skinned models. To use these new capabilities, an existing model must be either be re-impo ...is registered with the engine (and thus appears in the list of registered models), it is always better to use the registered model than to use a generic mod ...
    2 KB (413 words) - 09:59, 15 July 2023
  • ...s of the data they contain. This article describes the differences between models and instanced worlds and discusses when one type should be used instead of == Models == ...
    5 KB (906 words) - 10:53, 15 July 2023
  • * Fixed a scale problem that affected Collada exports from 3D Studio MAX. Models that looked mangled before should now import correctly. ...
    855 bytes (127 words) - 09:40, 15 July 2023
  • * Fixed a problem that could cause skinned models to appear incorrectly in the World Editor. ...
    895 bytes (125 words) - 10:06, 15 July 2023
  • ...ent placement settings can be applied to all currently selected instances, models, and markers by clicking on the '''Apply to Selection''' button. ...
    3 KB (529 words) - 12:25, 15 July 2023
  • ...r now performs skinning updates as a Job Manager task. The allows multiple models to be skinned in parallel on multi-core CPUs. ** Markers, models, lights, sources, cameras, and particle systems are now displayed as crossh ...
    3 KB (439 words) - 09:58, 15 July 2023
  • ...e. It is used to preview dynamic models and to import animations for those models. ...automatically resolved. You do not need to worry about the fact that your models may have been created in a setting where the ''y'' axis points up. (In the ...
    5 KB (870 words) - 11:47, 15 July 2023
  • ...as been added to the World Editor that turns display of models on and off. Models are no longer displayed as a bounding box. ...he model's bounding volume has completely left the zone. This allows large models to span multiple zones and to be correctly identified by the visibility det ...
    7 KB (1,195 words) - 09:55, 15 July 2023
  • * [[Models and Instanced Worlds]] ...
    2 KB (161 words) - 09:02, 15 July 2023
  • * [[Models Page]] ...
    2 KB (232 words) - 10:46, 15 July 2023
  • {{Tablerow|[[File:Editor_models.png]]|'''[[Models Page | Models]]'''. This page shows a list of registered model types. An model can be pla ...
    6 KB (991 words) - 11:50, 15 July 2023
  • ...will still read the old format, but it is recommended that all worlds and models be updated to the new format. To update a world, all you have to do is open ...ed, you still need to use the old Max plugins for skinned models. (Skinned models exported from Maya work fine.) ...
    10 KB (1,629 words) - 09:28, 15 July 2023
  • ...l decrease a bit depending on how many generic meshes each world contains. Models should also be opened in the Model Viewer and then immediately saved to upd * If you have any worlds or models that have not been opened and saved for a very long time, then you should o ...
    9 KB (1,564 words) - 09:47, 15 July 2023
  • {{Tablerow|[[File:Flag_models.png]]|'''Toggle Models'''. Shows or hides nodes that are part of external model resources.}} To place models in a world as game objects, use the [[Models Page]].}} ...
    16 KB (2,578 words) - 11:49, 15 July 2023
  • ...commands for selecting all or some models and for expanding/collapsing all models in scene graph viewports. ...
    17 KB (2,895 words) - 10:15, 15 July 2023
  • ...at represents some entity in a game, such as a character or vehicle. See [[Models]]. ...
    5 KB (881 words) - 09:11, 15 July 2023
  • // class. Models are registered with the engine in the Game constructor. // the default controller type to assign to models of type kModelBall. ...
    25 KB (3,121 words) - 21:41, 12 September 2023
  • * Precached entity models will now be reloaded when a model resource is exported from the World Edito ...
    9 KB (1,463 words) - 09:42, 15 July 2023
  • ...ns the model file <code>''name''.mdl</code> in the [[Model Viewer]] tool. (Models can also be opened by choosing '''C4 > Open Model'''.)}} ...
    11 KB (1,683 words) - 21:35, 12 September 2023
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