Glowy bits are offset

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Topic author
Dodger
Posts: 4
Joined: 29.07.2011
With us: 13 years 3 months

Glowy bits are offset

Post #1by Dodger » 31.07.2011, 08:29

Just for fun I decided to recreate the scene from the cover of the old TSR roleplaying game Star Frontiers: Knight Hawks

However, I can't seem to get the glowy bits to line up right.
My meshes both have a boundary object that encompasses the entirety, and is the same boundary object (6 polys positioned around the scene) -- I thought that would make both line up as they are the same size from Celestia's POV, theoretically (and they do seem to be the same size, just in the wrong place).

The goal of course is to have the rockets and lasers, which have emissive set to true, to line up with the non-glowy mesh bits.
rocketwrong.png
rocketwrong2.png


can anyone help?

Topic author
Dodger
Posts: 4
Joined: 29.07.2011
With us: 13 years 3 months

Re: Glowy bits are offset

Post #2by Dodger » 31.07.2011, 10:02

So I guess I got it. For some reason sometimes direct 3DS exports won't work right. I exported as OBJ, re-imported (so as to set the objects at 0), and re-exported as 3DS and it worked.

Now if only it would antialias spaceships nicer.
SFKH.png

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selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Re: Glowy bits are offset

Post #3by selden » 31.07.2011, 15:05

Antialiasing is a function of the graphics hardware. You might try opening the control menu provided by the manufacturer of your graphics card and selecting the highest antialiasing values that it has.
Selden


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