

- #What file format allows alpha texture in ac3d manual
- #What file format allows alpha texture in ac3d windows
If you don’t, the top and bottom of the glass will be solid instead of hollow. When you import it into SL, be sure to set your mapping mode to cylindrical.

The more segments you use the smoother it will be, but the more polygons.
#What file format allows alpha texture in ac3d windows
(Requires Windows XP, AC3D 6.2 or above.) (Requires Windows XP, AC3D 6.2 or above.)ĭownload the Planar Map by Material plugin. More information about each plugin is available in the readme.ĭownload the Material by Crease Angle plugin.
#What file format allows alpha texture in ac3d manual
You’ll still need to do some manual adjustment after you map it this way–especially texture packing, as this leaves plenty of room between areas so the surfaces aren’t too difficult to select–but it can save a lot of time in laying down a base mapping before you manually refine each area. If you section your model by material, this will treat each material color as a contiguous group and apply whichever planar projection fits it best in the TCE. Planar Map by Surface Material applies a “best fit” planar projection to all surfaces grouped by material in the current selection. The last command, Planar Map by Surface Material, is probably the most useful of the three.

The purpose is to create a small seam along the edge of the texture map so that if your game is using mipmapping with a bilinear or trilinear filter, the texture won’t bleed into its neighbors in your texture cache nor will it bleed into itself if you haven’t clamped the edges.

This command scales your texture coordinates by a ratio of 240/256. The second command is Adjust UVs for Bilinear Filter. This command is essentially the same as the “max” button in the TCE, forcing all UV coordinates into the 0-1 range, but unlike “max” this scales the map proportionally instead of independently on each axis. The first command is Fit UV Coordinates to Map. The second plugin, Planar Map by Material, actually includes three new commands. This allows you to easily break a model into sections along its creases for easier texture mapping, or many other purposes. The result is that contiguous areas are all set with the same palette material, and a new material is applied wherever a discontinuity occurs. For each selected area, the plugin creates a new color in the palette and “flood-fills” the area until the angle between the surfaces exceeds the crease angle of the mesh. The first plugin, Set Material by Crease Angle, sets the materials of a model based on the crease angle of the mesh.
