Chacal wrote:Congrats! You have an Age.
The ground seems a little on the soft side, though.
I sink, therefore I am?

I always put the linkinpoint 0.5 unit above the ground 'just in case'.LOL ! I would rather grab the spawn point 2 units higher.
Chacal wrote:Congrats! You have an Age.
The ground seems a little on the soft side, though.
I sink, therefore I am?
I always put the linkinpoint 0.5 unit above the ground 'just in case'.LOL ! I would rather grab the spawn point 2 units higher.
Aloys wrote:Chacal wrote:Congrats! You have an Age.
The ground seems a little on the soft side, though.
I sink, therefore I am?
I always put the linkinpoint 0.5 unit above the ground 'just in case'.LOL ! I would rather grab the spawn point 2 units higher.
Lontahv wrote:I'd attach the linkinpoint to an empty and clear it from the cube object.
Lontahv wrote:There are a few types of objects: Mesh, Lamp, and Empty are the main types used in age building. To create these items I use the add menu. Your add menu (see the upper-most bar in Blender on the lefthand side) is split into different categories. When you add a plane you go to Add->Mesh->Plane, etc. If you want to add an Empty you go to Add->Empty. An empty is a object with no data other than position, location, and scale. It is ideal for defining points, eg. link in points. Mesh objects should not be used when you are solely defining a point. Having material-less objects not show up is not a feature, but a bug. It should really throw an error when you have no material.
diafero wrote:The process of making an age known to the Offline KI (which involves setting the user-visible name, what you call canon name) is described at http://alcugs.almlys.org/Offline-KI/Tec ... umentation
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