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Getting a scrolling texture to follow bends........ [message #36337] |
Mon, 04 August 2003 19:54 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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You have two options:
A) The simpler, but usually unsatisfactory, option is to use the FACE UVW mapping.
B) Continually apply Edit Mesh modifiers and manually edit the UVW coordinates of the faces that are problematic.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Getting a scrolling texture to follow bends........ [message #36344] |
Mon, 04 August 2003 20:03 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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maytridy | I don't see what you mean by apply edit mesh modifiers and move the UVW Coordinates. How do I do it?
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Have you tried the Face option first?
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Getting a scrolling texture to follow bends........ [message #36369] |
Mon, 04 August 2003 21:26 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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I'm assuming your mesh has this type of look in the modifier rollout:
UVW Mapping
Editable Mesh
Apply the Edit Mesh modifier, and that way you can select individual faces. Select the face you want to fix, and apply the Unwrap UVW modifier (or another UVW Mapping). Work with the Unwrap modifier and that way you can tweak the flow of the texture.
When you're done with that particular face, apply another Edit Mesh modifier and select another face and repeat the process.
If you do not find the Unwrap UVW modifier intimidating, you could select several faces of your river in the Edit Mesh modifier, but you'll have a lot more to sift through in the Unwrap UVW.
When you're done, your rollout for your river mesh might look like:
Unwrap UVW
Edit Mesh
Unwrap UVW
Edit Mesh
Unwrap UVW
Edit Mesh
UVW Mapping
Editable Mesh
If you think you won't be making any more changes to any the river, try converting the mesh to an editable mesh--that will "compress" all of the modifiers and make them permanent, until you re-apply the modifiers manually.
And drat I think I've forgotten something...oh well.
Oh yeah, as gmax might warn you, the modifiers depend on the order you apply them. Change one of the bottom building blocks you affect the modifier right on top of it. So remember to keep your Edit Mesh modifiers safe and your Unwrap UVW's won't get messed up.
Hope this helps.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Getting a scrolling texture to follow bends........ [message #36554] |
Tue, 05 August 2003 12:43 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
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Colonel |
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Aircraftkiller | They all have it wrong... Muffins was the closest.
You don't even NEED to apply an Edit Mesh modifier. Just use the editable mesh and select individual polygons, then apply the UVW Map modifier to the polygons.
After you've made everything look like it will head the proper way, add a UVW Xform modifier and use the U\V offset spinners. If you set your mesh to move at 7 V Per Sec, then move the V offset positively and you will see how the modifier will act in-game.
If it's screwed up, like facing the wrong direction, detach the offending polygons and apply a UVW Xform modifier. At that point, reverse the mapping with it.
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cool
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Getting a scrolling texture to follow bends........ [message #36598] |
Tue, 05 August 2003 15:36 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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LOL that boggles the mind...I'll have to play around with UV X Form in the future.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Getting a scrolling texture to follow bends........ [message #36643] |
Tue, 05 August 2003 19:14 |
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maytridy
Messages: 1371 Registered: February 2003 Location: New York, USA
Karma: 0
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General (1 Star) |
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Quote: | They all have it wrong... Muffins was the closest.
You don't even NEED to apply an Edit Mesh modifier. Just use the editable mesh and select individual polygons, then apply the UVW Map modifier to the polygons.
After you've made everything look like it will head the proper way, add a UVW Xform modifier and use the U\V offset spinners. If you set your mesh to move at 7 V Per Sec, then move the V offset positively and you will see how the modifier will act in-game.
If it's screwed up, like facing the wrong direction, detach the offending polygons and apply a UVW Xform modifier. At that point, reverse the mapping with it.
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Hey, thanks man, i'll try that. Thanks again.
Visit www.mwbhd.com
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