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3do Texturing

 
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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 14, 2008 02:44    Post subject: 3do Texturing View user's profile Send private message Send e-mail Reply with quote

So I need some help with understanding how to texture 3dos because none of mine seem to be turning out right. Can someone explain to me how it works?

_________________
I don't think outside the box... I customize it.

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Jun 14, 2008 21:14    Post subject: View user's profile Send private message Reply with quote

With the texture vertices, the concept is that you're "cutting out" a triangle or square of the texture you wish to appear on a given polygon.

At some point in the distant past, a very helpful soul (possibly Matt H) gave me an explanation that helped the penny drop for me- I'll see if I can dig it out of the archives. But there are Dianogas down there.

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Jun 14, 2008 21:20    Post subject: View user's profile Send private message Reply with quote

Wrongo. It was Mr B. Brien:

In August 2000, Barry Brien wrote:


I'll try to explain it.
lets say you have a flat square of vertices, that you are facing head-on.
x y z
0: -2 -2 0
1: 2 -2 0
2: 2 2 0
3: -2 2 0

I.E.
0____1
|-----|
|-----|
3____2

The texture vertices are relevant to the vertices positions in relation to one another, nothing more. Texture vertices work like this. 1 unit = 1 length/width of the texture. So if you want the plain to have the full texture your texture vertices would be:
x y
0: 0 1
1: 1 1
2: 1 0
3: 0 0

You must treat the texture as a graph (no z co cordinate), with the bottom left corner (ie 3) being the origin (ie co ords 0,0). Note how the above texture vertices relate to my diagram. The bottom left point, 3 is represented as (0.0) in the texture vertices, and so on.

If you want the texture to appear 4 times on the square. You'd change 1 to 2 in the texture vertices. This tells df that the texture is to apprear twice up and twice across, similarly, if you want only 1/4 of the texture to appear, you'd change 1 to 0.5.

I hope this sheds some light. If not mail me (...), and ill try to explain better.




I don't know if Barry's offer of help still stands or is transferrable but it made sense to me, so let me know if you're still having problems. Smile

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 14, 2008 21:51    Post subject: View user's profile Send private message Send e-mail Reply with quote

That's a phenominal help to me, thanks a lot Fenwar! Very Happy

_________________
I don't think outside the box... I customize it.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 15, 2008 18:20    Post subject: View user's profile Send private message Reply with quote

That's from the 3do tutorial on the tutorial download page, right? That really helped me out a lot, but I never tried texturing . . . I might go see what I can do later on.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jul 15, 2008 11:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

It's pretty simple once you get the hang of it. Also messing about with the numbers, flipping them arouhd can create some interesting effects. That is how I got the shiny effect on one of the statues in DT4.

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