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Creating UV maps in MED - choose texture scale
#69653
04/04/06 15:50
04/04/06 15:50
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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When you create a UV map, you should be able to choose a texture scale (like textures in WED) upon creating it.
Details: When you create a UV map (a 6-sided mapping in particular), the UV map created fills the entire image window when created. When it comes to large models functioning as terrains or with an unusual shape, the texture created will fit within the main texture itself. This makes it difficult to keep a consistant texture scale and even more difficult to position the vertices to prevent distortions. When choosing the type of UV map to create, add an option to choose a texture scale so that, when the UV map is created, the mapping created will be sized so it matches your UV map. That is, if your model was a rectangle 128 quants wide, and you had a texture scale of 0.25, from the leftmost side, 0, the vertices on the right will be 512 quants. Perhaps having a "best fit" option to allow for the current behavior could also work. This makes best use of the tiling feature.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Creating UV maps in MED - choose texture scale
[Re: HeelX]
#69655
04/06/06 21:18
04/06/06 21:18
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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The scale feature is highly inaccurate and doesn't work. Plus, try creating a UV map with an oddly-shaped rectangular object like this: Code:
(0,0) (28, 0) |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯7 | / | / | / |____________________/ (0, 10) (20, 10)
and do it on a square-shaped texture. This causes the shape to be "squeezed" because it fills the entire texture space. What my suggestion is is, upon creating a UV map, a scale is set and the object laid down on it is stretched accordingly. If I had a 64x64 texture size, as an example, the vertices on the UV map would be placed at (0, 0), (64, 0), (0, 64), and (45.714286, 64) by default. The 45.714... is the problem. With the texture scale in the created UV map set to, say 0.25 (for 4x magnification), the vertices will be placed at (0, 0), (112, 0), (0, 40), and (80, 40) instead which not only preserves the shape and aspect ratio, the texture can be set to tile accordingly. This is just a simple shape though. Just imagine the mayhem with screwy shapes. Understand why this is very handy?
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Creating UV maps in MED - choose texture scale
[Re: ulillillia]
#69656
04/26/06 16:27
04/26/06 16:27
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I made a sample for why this would come in very handy. I made a fairly small and simple MDL terrain. The task is to have it so this MDL terrain has a texture scale of 0.25 (each quant has 16 texture pixels in it) and have it so that the texture pixels aren't stretched (from the nonsquare shape). Imagine having to stitch more such MDL terrains around it using the same texture. The system used now (without being able to choose a texture scale) makes this a pain to accomplish without odd lines and other strange texture mismatches. The scale tool is inaccurate as you can't scale something to exactly 4x the size, let alone fix the stretching caused from creating the UV map. Try it with the sample (29 KB ZIP file). What I'm asking for is to, upon creating the UV map (on the dialog asking for the type, whether front, back, etc. and tolerance), have an option to choose a texture scale (and be able to type it in manually). Without this, doing this sort of thing is almost impossible without spending hours manually positioning the vertices one by one, especially when you have 1200+ vertices to do (this barely even gets to 100).
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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