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3 Dimensional Chat / textures and models

Author
Message
ifman1
21
Years of Service
User Offline
Joined: 3rd Jul 2003
Location:
Posted: 14th Apr 2004 03:24
Hey, check this out. If I have a model, say of a planet, and I go into UV Mapper and map it and make the worlds most awesome texture. Then I make 3 more planets and a sun, all with some awesome textures. Then I decide to have some really odd orbits for the planets, so I import them into my favorite 3D modelling program and make this cool animation file and export it as either .x or .3ds. Well, now I have 1 model and 5 textures. Does anyone have any idea how to place different textures on different parts of a model in DBPro??? Will it break down with some limb commands? Can I texture the limbs separately? Or do I need to go back to the UV Mapper drawing board?

DBPro's made out of PEOPLE.... PEOPLE.......!!!!!
zircher
22
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 14th Apr 2004 05:26 Edited at: 14th Apr 2004 05:28
The help files are your friend. Check these commands out.
--
TAZ

SET OBJECT TEXTURE
This command will set different texture modes used by the specified object. Every texture is painted onto an object using an internal set of values called UV data. This data contains a range of real numbers from zero to one. Zero specifying the top/left corner of your texture and one being the bottom/right corner of your texture. When an object uses UV data greater and less than this range, you are permitted a number of texture wrap modes to describe what should happen to paint these areas. Setting the Texture Wrap Mode to zero will use the default wrap mode which repeat the pattern of the texture over and over, a mode of one will mirror the texture to create a seamless texture pattern and a mode of two will set clamping which retains the colour of the last pixel at the textures edge and paint with that throughout the out of range area. The Mipmap Generation Flag is used to ensure the image has a mipmap texture. A mipmap is a texture that has many levels of detail, which the object can select and use based on the objects distance from the camera. Use integer values to specify the parameters.

SYNTAX
SET OBJECT TEXTURE Object Number, Texturing Mode, Mipmap Flag

or

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.

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

or

TEXTURE LIMB
This command will apply an existing image to the limb of a 3D object as a texture. You must create an image first using the GET IMAGE command before attempting to texture part of the 3D object. The parameters should be specified using integer values. 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.

SYNTAX
TEXTURE LIMB Object Number, Limb Number, Image Number

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