can someone answer these questions in this order:
How to real time texture paint (Please don’t say “look at the tutorial” Because I’ve already tried everything. After the object is subdivided a few times, it lags like crazy to RMB the object (after it’s textured). And for some strange reason, it only shows up in render. In the game engine it shows up as a gray (default material) material with a speckled black like area wherever the alpha brush was used.
How to apply lighting to an object with a UV texture. My textures in game engine (UV) have always been shadeless. Lately that’s been a serious problem. I’ve seen many people use UV textures and still use the lighting system. (I’ve even seen radiosity in game).
Is there any way to use linv (linear velocity on the motion actuator with servo control on) without having the sliding issue? Or possibly an alternative that can avoid walking through walls or having the “Slingshot effect” as I’ve named it. The “Slingshot” refers to when you use Dloc, say, for an RPG character; And you have him walk into a wall. The force builds and builds as you walk into the wall. And when you let go of the Dloc button, the character/object is shot in the opposite direction and slowly slides to a stop. If there’s a way around this I’d love a reply
A camera that won’t go through walls but instead travel up the Z axis along the wall until your object/character is colliding with the wall.
Are there any moderators out there that can answer these for me?
(Maybe there’s a reason why there’s so much lag when I put Realtime texturing+5-6 subdivisions when I click (RMB) the object.