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Treads [message #436251] Wed, 08 September 2010 06:04 Go to next message
LR01 is currently offline  LR01
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Colonel
Is it possible the have texture on the treads scrolling around the treads?
I know how to setup if the treats are only show from beneath, though I want the texture to scroll properly when the treads are visible from above as well.
I can only have the texture scroll into one direction but I want it into two directions, is this possible?


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[Updated on: Wed, 08 September 2010 13:39]

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Re: Treats [message #436252 is a reply to message #436251] Wed, 08 September 2010 06:10 Go to previous messageGo to next message
reborn is currently offline  reborn
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If anyone else is wondering what the fuck he is talking about, I'll save you the 3 second wtf?! moment I had by explaining that he most likely is referring to tank treads, not treats.


Re: Treats [message #436253 is a reply to message #436251] Wed, 08 September 2010 07:35 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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It is possbile but to get everything correct is a pain.

What you do is the following once your treads(model) are done you either uvw unwrap them or give the a UV map with the cylindrical setting.

Problem with the second methode is that it is not easy to setup the UV map correctly. Also I personnaly havent tried UVW unwrapping them yet. Which I will try out soon.



If you use the second methode make sure the sides of your treads look decend.

Also it is very tricky to get the ending stops correct on the treads.



You will see that the front and the back of the treads are kinda stretchy.

So yes it is possible saddly I havent good it in a perfect state.
I hope this answers a big part of your problem if not than I'll try to write it out better.

[Updated on: Wed, 08 September 2010 07:36]

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Re: Treats [message #436266 is a reply to message #436253] Wed, 08 September 2010 13:51 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Colonel
I tried but I couldn't get it work, the problem stays.
http://a.imageshack.us/img521/2618/treadsdirection.jpg
It always goes into the same direction, not like I want as indicated whit the red arrows.


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Re: Treads [message #436268 is a reply to message #436251] Wed, 08 September 2010 14:47 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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select the polygons you want to go in a different directions and apply a new uv map and change the direction. Or apply a new material to those polygons and make the liner offset the other way.


Edit after looking at your screen shot I see what you mean. Thought you wanted it to go another direction opposite of another tread. View align the uv map and see if that fixes it.



http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Wed, 08 September 2010 15:36]

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Re: Treads [message #436276 is a reply to message #436251] Wed, 08 September 2010 16:05 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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What you have to do is this when you have just finished your treads(model).

Apply a UVW map to it.
Set it to cylindrical.
Than make sure the pivot and the gizmo are set to 'fit' or match as close as you get them.

Continue texturing and rigging as normal.
(like the vpersec etc)

Check in leveleditor or ingame with 'edit vehicle' if the vehicle settings allow the texture to scroll in the correct direction.

Because the UVWmap is set to cylindrical the pivot is in the middle so everything turns around it like a clock.



The only difficulty is making sure that the gizmo is matched to your treads shape. If its not then if will be a bit stretchy.

However this is by far the easiest method I know to do what you want in Renegade.
Re: Treads [message #436292 is a reply to message #436251] Thu, 09 September 2010 02:47 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Actually you can do it with planar UVW mapping, just edit the UVW map, stitch all the parts of each tread together so they form two long blocks, one for each tread and make each of them fit the width of your chosen texture. Then you just set the UPerSec or VPerSec to set how fast the texture moves along the tread in relation to your speed.



I find cylindrical mapping gives really wierd results on the edges of tracks with stretched and warped textures, whilst the method I outlined above should give a perfect texture all the way around with the only seam being the point on the tread which is not stitched together (IE: The top and bottom of the long block)


http://steamsignature.com/card/1/76561197975867233.png

[Updated on: Thu, 09 September 2010 02:49]

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Re: Treads [message #436368 is a reply to message #436292] Sat, 11 September 2010 06:47 Go to previous message
LR01 is currently offline  LR01
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Colonel
Wow, it worked Thumbs Up

Thanks a lot for that.


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