Uv mapping how it works in blitz3d?
Blitz3D Forums/Blitz3D Programming/Uv mapping how it works in blitz3d?
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Do you know how it works? I 'll try to explain my "experiment", i create a landscape with 3dsmax and textured it, i use some special material that will not exported in b3d files (like noise).. But if i'll create a texture map of the whole landscape and save it as image files (jpg or bmp i dunno) in what way can i load it from blitz3d? I mean i already set uv cordinator in the mesh using 3dsmax what way can i set the texture to the mesh? Just loadtexture/entitytexture? I haven't tried yet do you think there is a possibility to do it? Aza |
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You should just be able to use Loadtexture, to load that texture in, then EntityTexture, as you say. |
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Perfect.. Thanks Aza |
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If your 3dsmax model has multiple materials, you 'll prefer use Brushtexture on the surfaces rather than EntityTexture +> use a function like this function Materialtexture(IdSurface,Texture,Frame%=0,Layer%=0) s=getsurface(Model,Id) b=gettexturebrush(s) BrushTexture(b,Tex,Frame,Layer) paintsurface(s,b) freebrush b end function And take care with the material ids, there are not always the sames as in 3dsmax. |
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Thanks but.. Can you explain me why i took a texture of a surface to a brush with "b=gettexturebrush(s)" if i set a texture to it later with "BrushTexture(b,Tex,Frame,Layer)", i mean i don't understan why i need to receive the texture in the brush if later i overwrite it with another tex. My second problem is i use some special material in 3dsmax and it will NOT exported in b3d format (because its on directx9), i want create a texture in 3dsmax and aplly the texture to the mesh in b3d (in this way i don't have to export the material but just apply an already exported image). Do you think it will working? This afternoon i'll try it. Aza |
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in the function, it's missing : if b<>0 You'll have to use it to check if the brush already exists. When you load a mesh/AnimMesh, there are internal brushes, and the surface may contain a brush, that has no texture. You'd better use this brush rather than create a new one => when you apply "EntityTexture", it performs a brush to all the surfaces of the mesh. You sometimes do not need that. => Sometimes you have a mesh containing multiple ssurface, and each have its special texture. In this case, you have to use different brushes . |
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Now this make sense, thanks for the advice i'll try this afternoon and the day after tomorrow i'll post my result.. Thanks Aza |