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DarkBASIC Discussion / Why doesn't DBC texture correctly?

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dab
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Posted: 9th Nov 2005 02:02
I have an screenshot, along with some code to what I'm trying to do.
(Img = 900kb)


here is the code :


ALso, here is the download with the texture, the model, the code, and the screenshot all in one (i hope).

Thanks if anyone can help me find out what is wrong!

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Me!
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Posted: 9th Nov 2005 12:55 Edited at: 9th Nov 2005 12:56
ever heard of jpg? shrink that image down

the texture is whatever you made it for the resolution you have, graphics cards dont display half a pixel, if your texture line is too thin to be a full pixel at some point it either just don`t get drawn or makes the pixel next to it dimmer (called antialias), either increase your screen resolution (start the code with "set display mode 1024,768,32" for example) or choose another texture, thats the reason you don`t see textures made up of fine lines in commercial games, they display badly at lower res or at distance.



if there is one thing I can NOT tolerate, it`s intolerant people.
Me!
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Posted: 9th Nov 2005 13:08
after trying it I still don`t get your problem completley, DB does texture correctly, does this modified texture help?, I am not sure what problem you think you have.



if there is one thing I can NOT tolerate, it`s intolerant people.

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dab
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Posted: 9th Nov 2005 16:40
IF you look above, the two objects don't look the same. (the box thing is brown and the cube is textured). I textured the twp objects with the same texture. I wanted the box to look like the cube.. I'll try that new image thanks.

Me!
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Posted: 9th Nov 2005 20:27 Edited at: 9th Nov 2005 20:31
you have a problem with the model, it is taking the colour of just one pixel on the texture, that most probably means it has the texture co-ordinates set at 0,0 for each vertex position, so it just takes the same positions colour for all the model, either load it back into the editor and save it without 0,0 UV co-ordinates, texture it before saving or set the uv co-ords to grab the whole texture per polygon manualy (load it into a memblock for eg and then alter the co-ordinates to 0,0,0,1,1,1 for each poly), I didn`t notice it to be honest, but that texturing could have been done intentionaly by you in the model, so I had no way of knowing that was the issue.



if there is one thing I can NOT tolerate, it`s intolerant people.
dab
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Posted: 10th Nov 2005 02:30
Ah, well, I would texture it in the editor, but I don't know how to do that in wings 3d. I read on the website that it cannot do that anyway.... So, how do I correct the way the texture is used on the model?

Me!
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Posted: 10th Nov 2005 10:53 Edited at: 10th Nov 2005 10:56
did you try to add a texture in wings?, I don`t know if you can, never used it, but if it had a texture added then when you retextured it in db it should have the same UV info as the original model, failing that I think the texture data is every 7th and 8th number in the uv section of the .x file, just open it in notepad to see, or you could import it into something else and add a texture in that maybe.



if there is one thing I can NOT tolerate, it`s intolerant people.
dab
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Posted: 10th Nov 2005 16:51
Thanks!! I learned a tons!! I wil work on this. Thank you!

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