If these are tree arrays constructed with the easyTREE tool: I gave up using this because the resulting file was too large and slow. It draws both faces of the trees, without using the face2 command; so the files could be made more efficient by manually deleting the unseen faces, but this is quite time consuming.Dennis said:there is one part of a route I am constructing which uses several arrays of 'easy trees' (which are .b3d objects)
LondonBVE said:Actually I approached EmergencyBrake on how to code tube and cylinder objects, then he replied he do not know. So I think he went and post it here, anyway just a little comment to dennis lance bve coding guide. Maybe dennis you can add one more tutorial call how to code a bve object.
I *think* the first three values in the rotate command are the x,y and z components of a vector that points along the axis about which you want to rotate. It's obviously much easier to use them as switches (i.e. either 1 or 0) like Stoopid says and probably best to rotate only about one axis at a time unless you're really sure what you're doing. I wonder if anyone has ever used them in the 'official' way!Stooopid said:An example, for a cylinder
Rotate, this I'm not very sure, but I believe the first 3 values are for X,Y,Z. 0 means no, 1 means yes. The last number is the rotation angle. If you specified yes for one of the axis, then you will be able rotate it that angle for that axis. I used trial and error for that part.
EmergencyBrake said:Thanks eezypeazy.
One more question, is it possible to apply a texture on it?
EDIT: I managed to apply a texture but appears slanted when I used the normal coords.