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Re: Levels made of models... advice please? [Re: Towelie] #84906
08/12/06 21:35
08/12/06 21:35
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline OP
Serious User
Towelie  Offline OP
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
Any help? Sorry ot be impatient but I'm in a bit of a rush...


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: Levels made of models... advice please? [Re: Towelie] #84907
08/20/06 16:48
08/20/06 16:48
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Grafton  Offline
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G

Joined: Jun 2005
Posts: 656
Sorry I wasn't more specific. I am not sure this is what you are trying to do?
Here is a way it can be done, but there are different options you might want
to choose for your project.

Med has changed alot, and there is a tutorial contest going on right now.
But the way I would do it is to export my model already UV mapped to the mdl
format, and then apply the textures in med.

For instance, If you have a cube.mdl that is uv mapped. In Med 6.814 (latest),
You select the polys on one side, then go "edit/create group". This groups
these polys into a selection set. You could repeat this for all the sides.

Now you depress the "group mode" button and you can select the each of the
groups of polygons you have made. So you select one side (group), and then
go to "edit/manage skins". (I delete any skins here that I imported with
usually so I have a empty dialog). Now create a new skin, and the "edit
material" dialog appears. Check the "texture" box, open the texture file
rollout, and then check "extern". Now browse for the texture you want to
apply to these polygons.

Next close the dialog and click on the skin you created in the skins dialog.
You should see a preview of that texture there. Now, with that skin selected,
and the group of polys you want to apply it to selected, click "set skin".
This applys that texture to those polys.

Now open the skin editor, (you may have to click previous skin, depending on
if you have a default applied). Now if you select all of the polys in the wire
frame of the group, and scale them beyond the edges of the texture behind it,
you will see that it tiles in the preview window. You can click on the "tile+"
button to tile the background texture in the edit window so you can position
the UVs more precisely. The more you scale the UVs up, the more the texture
will tile. you will probably need to zoom out also.

Next select another group, and "set" the same skin to it or create another.
Things that dont need tiled can just share a common skin as usual.

You may have to do this a few times to get the workflow down, and get used to
Meds oddities . I would approach texturing a level pretty much the same way.
If you run against a texture limit or something, you could break your level up
into pieces.

This works well if you have a level that is a model, that is comprised of
structures. For terrain I would use a different approach. If you have both,
you might want to use a mixed approach with either a multi-material mapping
shader or a large texture with a detail mapping shader on the terrain.

Hope this helps somehow.

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