Next problem was that it looked f&¤#ing awfull but that was solved by inverting normals or whatever. (I dont know that techi stuff, im just the coder) :roll:
Now we have got our nice little tank inside the game and its working, well... almost. The new texture looks good in 3DS Max, but wierd in Ogre.
The PointOfRotation(Pivot) is not even near the center.
Tried to edit the XML to tweak the center but it did not realy work
Anyone got a clue how to map a model so it works in Ogre and how to change that pivot point. Searched the Ogre Forum but only got a solution that did not realy work and a solution that is not even supported by PB.
A few shots of the progress:
http://rastank.byohzrd.net/techtest1.jpg
http://rastank.byohzrd.net/techtest2.jpg
http://rastank.byohzrd.net/techtest3.jpg
To bad the pivot point is to the left of the tank =/
[EDIT]
To show you a bit about the errors, i took a screenshot marking the in-game pivot point with a red dot (you cant miss it
http://rastank.byohzrd.net/errors.jpg
[EDIT2]
It was the map-before-invert "bug" that played a little trick, the output was WAY to much smaller than the non-inverted output.
http://rastank.byohzrd.net/mapfix.jpg

