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DarkBASIC Professional Discussion / Texture Tiling on Objects

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Jeffrey Morris
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Posted: 12th Apr 2005 00:08
How do I create texture tiling on objects? For example, I create a box that is 20 meters long, 10 meters high, and 10 meters wide, and I wish to have the texture tiled twice on the long side?
Van B
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Posted: 12th Apr 2005 00:17 Edited at: 12th Apr 2005 00:18
Scale Object Texture would do that for you, however you would need to UV map the cube correctly first, so the sides were mapped correctly with 2 texture tiles.

Once your model is textured scaling a seamless texture will stretch it over, should be straightforward enough to get the scaling values right.


Van-B

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Van-B's mom.
Jeffrey Morris
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Posted: 12th Apr 2005 01:00
How do I UV Map the cube correctly? I saw "Set Cube Mapping On" command but I'm not sure if it's the correct one.
spooky
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Posted: 12th Apr 2005 01:08
This shows basic use of SCALE OBJECT TEXTURE. The problem that Van B is describing is that in this example, 4 sides are now tiled correctly, but you now get two squashed textures on the ends. You have to make a special box object in a 3d package and uv map the texture. This is where you specify what bits of your texture cover which polygons.



Boo!
Van B
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Posted: 12th Apr 2005 01:09 Edited at: 12th Apr 2005 01:10
Quote: " How do I UV Map the cube correctly? I saw "Set Cube Mapping On" command but I'm not sure if it's the correct one."


Nah, that would expect you to give 6 textures and would be more like a reflection map, like for making objects look like chrome for instance.

Really you should grab Lithunwrap and try and figure out how to texture your models - with cubes it's real simple, you'd take the long rectangular sides of the cube and cylinder map those, which is like cutting down 1 corner and flattening it out - then the top and bottom of your box, the square bits could be plain mapped. The only thing you'd have to ensure then is that once your rectangle pieces are in place, they use double height texturing, like the top half might have the texture inside it with the bottom half appearing empty. With the mode like this, the texture is repeated you see, so scaling it scales evenly.

Without UV mapping the cube, the rectangular sides would have the texture stretched over them. If you'd much rather just modify the created objects internally, then really you would need to know the vertice number (3 vertices for each polygon) on your mesh before you could adjust it's UV data, quite a tricky job even for those who know their way around FVF/memblock formats. Much easier to grab a free download of Lithunwrap and prep your meshes in that first, you'll have much more direct control and will be able to easily see your results in the model preview.


Van-B

Quote: "How could I condescend you?, you don't even know what it means!"

Van-B's mom.
Jeffrey Morris
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Posted: 12th Apr 2005 01:29
If I use "Make Object Box" command, I can't use Lithunwrap.

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