I’ve been working on this walkthrough for a few months.
It might also end up as a game. (in a year or 2).
It only has a few textures so far.
No python, only logic bricks to trigger sound/IPO.
My present problem is - when I mirror an object (tried all permutations of mirror in object mode/ edit mode/global/local ) it displays fine
in 3D view but not when I run the G.E.
Camera/Scaling,
I’ve been scaling my model 1metre = 1blender unit
Why not ? , it saves converting .
Using blueprints for size/position is close enough.
I read somewhere that the human eye is = 50mm lens.
I have found that in this model, where the camera is about eye level,
about 1.7m tall, I need a lens value of around 100 bananas
I’d welcome tips from anyone who has been down this path,
e.g. texturing & lighting in a model like this.
For the camera, there is a fundamental problem. Whereas the computer screen can only show about 30 degrees of view at the correct lens, the human eye can see about 180.
So if you are trying to make a practical walkthrough, use a lens of about 20 or so.
As for the mirrored object, try recalculating the normals in editmode (Ctrl+N). If that doesn’t work, make sure you don’t have “invisible” mode set for the faces, or something silly like that. If THAT fails, try setting “twosided” in the face buttons.
LEMMY & ANYONE< Camera
the 30deg computer vs human 180deg view is interesting.
Surely a true to life computer view would be more panoramic but not
more distorted.
Below is my floor with lens at 100.
Below is my floor with lens at 50
Invisible Faces
I’ve already tried recalculating normals & checked them manually.
2 sided - no good.
Hidden faces as in temporarily hide verts - no good
Ghost as in Game Engine no good.
“Invisible” button in UV Face Select,F9,textureface tab - no good.