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  #1  
Old 06-06-2005, 04:57 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Well, the green arrow is nothing more than the polygon selection marquee. Since OpenZone deals only in triangles, it takes the form of a triangle, but additionally has three lines moving toward the center of the polygon.
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  #2  
Old 06-06-2005, 05:01 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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It looks like your OpenZone is two days older than mine and has a different filesize. What happens if you re-download it?

Mine is dated 5/25/2005, 4,670,464 bytes, and that's what's in the latest archive I uploaded. Maybe you have a beta/bugged version?

Ad for splitting with the ground mesh, maybe tomorrow I'll upload Dungeon Builder 1.6 and my new zone and its dungeon so you can see how it's done. I have a zone (not yet fully built) called The Namtarn that is the southern extension of Veldona and has an extensive dungeon as well as a deep canyon that parts of the dungeon intersect. It's a good illustration of how you can import a dungeon from Dungeon Builder into a zone. I can upload both versions of the zone -- before and after adding the dungeon -- so you can see the difference.

Last edited by Windcatcher; 06-06-2005 at 01:21 PM..
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  #3  
Old 06-06-2005, 05:28 AM
KhaN's Avatar
KhaN
Dragon
 
Join Date: Mar 2004
Location: France, Bordeaux.
Posts: 677
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Hello,

I tested your cube and its full or errors (Object i tested is on this link http://supervision2.filnet.fr/froggy/ftp/obj/c1.3ds).

Major Problems
- It is setup to "editable mesh" when it should be setup as "editable poly".
- Your 'cube' have 14 vertices, how come ? A normal cube should have onle 8 vertices (one for each corners).
Minor Problems
- Its not a cube, more a rectangle :p
- No texture attribued
- Rendering method is phong, i'll rather go with blinn
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