Misc Menu
Set a desription for the project. This will be shown in the log window on project load.
This sets the visibilty of the object, corresponding to the Graphic Options in GPL.
When the particular Graphic Option in GPL is turned off, the object is un-textured.
The default value is "Trackside Object".
This sets the type of collission of the object.
Add selected polygons with a rebound value as "collision planes" to a collision volume.
To add collision to the object, use the [Add Volume] button.
Select one or more polygons from the list and choose the appropriate rebound type.
To save the Volume, use the [Add] Button. To cancel, use the [<<] button.
It's not possible to edit the polygons of collision volumes, they have to be deleted and re-defined.
However, it is possible to change the rebound type for a volume by using the [Edit Rebound] Button.
It's currently not possible to assign different rebound types in one volume.
Important Note:
OneTwo3DO does not check for double planes, so use only polygons which are not on the same plane. Double collision planes act strangely in GPL.
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This function creates subsequent visualization lines from the first to the second vertex, second to third.....last to first.
The purpose of this function is to clear-up a huge heap of (imported) vertices. Generally, it only serves as temporary visualization function.
Because they are used for visualization only, these lines are smaller than the regular 3DO Lines. They can, however, be converted into 3DO Lines if required (see below).
Note: The result of this function greatly depends on the order of vertex creation. When applied on randomly created vertices, it will mess things up.
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This function removes the subsequent visualization lines completely.
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This function converts the subsequent visualization lines into 3DO Line Objects.
Note: Check Show Lines to see the converted lines.
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This function adds additional vertices between the existing vertices.
Example: An addition vertex (let's call it V0a) is added between V0 and V1, V1a is added between V1 and V2 etc.
The last additional vertex is added between the last and the first vertex.
The function can be called repeatedly, but with many vertices the system performance will suffer.
Left: Three vertices (like for a triangle) - Middle: Interpolated once - Right: Interpolated twice
Note:
This function is useful only when working with vertices, as all lines and polygons will be removed !
The result of this function greatly depends on the order of vertex creation. When applied on randomly created vertices, it will mess things up.
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