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Newcomers DBPro Corner / Two UV maps at the same mesh...?

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Garion
16
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Joined: 7th Dec 2007
Location: Poland
Posted: 4th Sep 2008 19:45
Very simple question, I think.

I have a mesh with two uv channels. In DBP I want to texture the mesh with one texture using channel 1, and the second using channel 2.

What syntax do I have to use?
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 5th Sep 2008 16:27
have you checked the help file ?

-----------------------------------
TEXTURE OBJECT

This command will texture an object using the specified image. The image can be any size, but the quality of the texture depends on the graphics card
used. A texture size to the power of two is recommended size for all your textures. Where an image is larger than the supported texture size, the image
is internally reduced when used as a texture. The object and image number must be integer values. You can use this command to remove the effects of
multitexturing effects and shaders. An additional texture stage index can be provided to the command to specify multi-textures directly, and is required
when using shaders that take pixel data from secondary textures. If an image value of zero is used to texture the object, the texture information will be
reset. If the object contains material information from a loading event, this command will erase that material information in favour of a clean texturing of
the object. Ensure material settings are applied after the the texture command to retain them, or ensure the object is loaded with both texture and
material information pre-set. Setting the parameter NoSort to zero skips the automated resorting of the textures in the render pipeline. The NoSort
texture flag is a way to group all objects together, sorted by texture, so that a group of objects can be rendered at the same time, which the graphics
engine can do faster than swapping individual textures in and out of graphics memory as it renders all your game objects. Set this value to one to skip
the texture sort.

Syntax

TEXTURE OBJECT Object Number, Image Number
TEXTURE OBJECT Object Number, Stage Index, Image Number
TEXTURE OBJECT Object Number, Stage Index, Image Number, NoSort

----------------------------------------------
i belive this was wath you asked for?
Garion
16
Years of Service
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Joined: 7th Dec 2007
Location: Poland
Posted: 5th Sep 2008 17:24 Edited at: 5th Sep 2008 17:46
Yes I did, but "Stage Index" doesn't change anything. I thought it's just for effects like parallax mapping.

edit: I'm terribly sorry. That was an error in the mesh file.

Stupid me
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 5th Sep 2008 21:56
ok so its solved now ?
no questions are stupid as everyone makes mistakes sometimes and can be pointed in the right direction from members of this comunity
Try
20
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Joined: 16th Aug 2004
Location:
Posted: 5th Sep 2008 23:22
Quote: "ok so its solved now ?
no questions are stupid as everyone makes mistakes sometimes and can be pointed in the right direction from members of this comunity"

Yeah, indeed. Very supportive... really liked it

Cheers,
-Try
Garion
16
Years of Service
User Offline
Joined: 7th Dec 2007
Location: Poland
Posted: 6th Sep 2008 00:37
Solved, works perfectly )
The thing was, when man's declaring stage index - the UV channel in modelling software will be always +1.

I have to admit, user's and mod's here are veeery kind and helpful. And patient, too!
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 6th Sep 2008 12:11
ohhhh you should have read some of my questions in the beginning
and even sometimes now from time to time
yes almost anyone will help you out if they can

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