Sperical mapping on boddy part

Blitz3D Forums/Blitz3D Programming/Sperical mapping on boddy part

Chgros(Posted 2003) [#1]
Hello everybody

I have a question
I have a model made under 3DSMAX
the model use one single texture

This is a knight
So i have to make sperical mapping on armor parts.
But not on the face or one the cloth

How to do that ?
(in my model there is still no groups or hierarchy, only the bones made with character studio).

Thank you very much
It will help me so much

(pleaz excuse this bad english)

Thank you
byebye


JaviCervera(Posted 2003) [#2]
If there are different texture files, you can simply add something like _sph_ somewhere in you texture's name, and add the following at the begining of your program:
TextureFilter "_sph_",64
This will apply spherical mapping to all the texture you load with _sph_ on their names.


Chgros(Posted 2003) [#3]
you mean it is possible to make 2 textures
one with the no metal objects
and another with the other parts ?


jhocking(Posted 2003) [#4]
You will need to do the sphere mapped parts as a separate material (and thus separate texture) from the rest. In 3D Studio Max this is done with the Sub-Object/Multi material type.


Chgros(Posted 2003) [#5]
thank you !!


Chgros(Posted 2003) [#6]
that ' ok now thx
but i have another problem

I love all the details i have on my body part i apply the effect
I mean
I can't keep the details and se the effect ?


jhocking(Posted 2003) [#7]
You're going to have to be more specific than "details." I am going to assume you mean textured details (ie. features painted on with texture) in which case you will need to do multitexturing. Apply a main texture map with your details on it and do NOT set this to spherical mapping. Now add a second layer of texture, this time set to spherical mapping. You will need to use a blending mode, probably "add," in order to see the main texture map through the spherical map.

Unless you have B3D Tweak (I highly recommend that tool for working with b3d models) you will have to assign the second layer of texture in code. This isn't a big deal; just texture normally but keeping the parts which will get a spherical map on a separate material. In code stick a handle to this material/surface and then apply your spherical map texture.


Chgros(Posted 2003) [#8]
oki
thank you for all your advises jhocking
thank youi very much

i uploaded a little test i made in oder to use this effet on a simple form :-) before a knight
so
I have two problems
the first is i can't read what i wrote on the texture (that's want i explained above)
The second is, i can't play the animtion, but the animtion plau in unwrap in B3D

what's the problemm

*Thank you so much
BYEBYE

use winrar to decompress

http://geric.delaeter.free.fr/geric/test%20multi%20uv.rar


Chgros(Posted 2003) [#9]
if someone can modify my exemple so that i can understand how to work (code and model in the archive)
i mean
making spheriacal mapping on one of the two textures
but not the two.

thank you :-)


jhocking(Posted 2003) [#10]
I don't have winrar. Post it as a zip.


Chgros(Posted 2003) [#11]
I resolved my animation problem (i thought it was an export problem from character studio to B3D)
but i made a mistake in code
I emailed you the archive in zip format.
I will reupload it this evening

thank you !!


jhocking(Posted 2003) [#12]
First off remove the TextureFilter command. As I said you want the main textures to be normal, without any spherical mapping. The sphere map will be a separate texture applied as a second layer. Any image will do (although it will probably have to be darkened because of the "add" blending.) Here's the image I used:


Now add this code right before your main loop:

;***********************************************
metal=GetSurface(cone1,2)
envMap=LoadTexture("envmap.jpg",64)
TextureBlend envMap,3
metalBrush=CreateBrush()
BrushTexture metalBrush,UV1,0,0
BrushTexture metalBrush,envMap,0,1
PaintSurface metal,metalBrush
;***********************************************


And the line by line explanation:
1 - grab the surface you want environment mapping on and attach a handle

2 - load the environment map with spherical mapping

3 - set it to "add" blend mode

4 - create a brush to apply to the surface

5 - add the main texture (ie. the text) to the brush as the first texture layer

6 - add the environment map as a second texture layer

7 - apply the brush to the surface


Chgros(Posted 2003) [#13]
So i reuploaded he 2 archives

http://geric.delaeter.free.fr/geric/test%20multi%20uv.zip
http://geric.delaeter.free.fr/geric/test%20multi%20uv.rar

Thank you


Chgros(Posted 2003) [#14]
GREAAAT ! THANK YOU ! (i 'm really really too bad, lol )
I will test with a knight now
I will post the result


jhocking(Posted 2003) [#15]
Glad to help. Add me to the credits for your game :)