Difference in versions

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Difference in versions // TS6 and Older

1  |  

Post by chromedragon // Jan 25, 2007, 8:12am

chromedragon
Total Posts: 33
Wow! I didn't know there was going to be such a difference between versions! I started with early versions 1worked my way up to 5.2. With the change in icons, I am having a difficult time using the software. I spend more time trying to figure out what is what than sculpting.


An example would be the Materials Editor. On the old versions, I could select color and it would bring up the texture icon where I could enter the name of a texture I would like to use. I am still trying to figure out how to do this in 5.2.


Sadly, if I can't get comfortable with this version, I will have to return to a later version so I can spend my time making something, not learning all over again how to do something.

Post by GraySho // Jan 25, 2007, 9:21am

GraySho
Total Posts: 695
pic
In a fast paced evolution like CG and computers in general, changes (if for the better) are inevitable. If you spend some time and check the icon guide you will find that there are way more possibilities with the new version. I was using tS 4.3 for a while and upgraded to 6.5/6.6. The transition was quite smooth. Not too much of a change in the UI, but lot more functionality. The material editor improved a lot IMO. It also wouldn't hurt to read the manual if you are uncertain about a new function.

Post by Chester Desmond // Jan 25, 2007, 9:41am

Chester Desmond
Total Posts: 323
It's worth the effort to learn that's for sure. After a month in 5.2 I couldn't even remember a lot of 4.3 or how to use it. The jump from 5 to 6 was even easier because not a lot had changed layout-wise.

There is a small arrow on the upper right of the material editor window which opens all the windows for individual channels of a shader (color, displ. refl.) or you can open each individually by clicking the small buttons at the top of the material editor window. If you right click on the small buttons or on the image representing the shader (usually a pic of a sphere) in its individual window, the library of shaders will come up for you to choose from.

Post by Nez // Jan 30, 2007, 2:19am

Nez
Total Posts: 1102
pic
To elaborate on Chester's answer, see also the image below (sorry the text went all rubbish when I reduced the image size).


Clicking on the little arrows circled in red expand the material pallette as shown within the red box to give you access to colour, bump and reflectance settings. You can expand the colour channel to give access to transparency also.

Right clicking on the buttons circled in blue (or on the colour/bump/reflectance 'channel' spheres brings up the relevant shaders panel - see box highlighted in blue at the bottom.


The buton circled in pink brings up the image browser (shown to the right)from which you can drag and drop images onto your colour, transparency or bump channels (where you will then have access to UV controls, repeats, etc). You can use this browser to navigate to image files anywhere on your computer.


Hope that answers how to use images in textures...

Post by Nez // Jan 30, 2007, 2:28am

Nez
Total Posts: 1102
pic
Also, within both colour and bump shaders, there are options for texture map - this alters the relavant channel and gives you an alterate route for selecting the image; looking atthe image below, you would click on the 'button' highlighted in pink.

Post by kena // Jan 31, 2007, 2:20pm

kena
Total Posts: 2321
pic
Quick note on that in case it was not clear. Clicking on the Pink highlighted button will give you a list of textures, and clicking on the picture above it will give you the image browser in Nez's post above (also highlighted pink).

Post by chromedragon // Jan 31, 2007, 6:10pm

chromedragon
Total Posts: 33
Thanks everyone for the information! I know it must be basic, and a simplistic feature, but I gotta start from somewhere. I haven't had much trouble figuring how to make the objects but I couldn't figure out how to use the Materials Editor the correct way. This type of information from those comfortable in using the software is what us "Noobees" need.

Post by spacekdet // Jan 31, 2007, 6:21pm

spacekdet
Total Posts: 1360
pic
Crap.
Better late than never. (http://www.spacekdet.com/tutorials/ME/)
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn