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Perfect texture alignment

 
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Fallen
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Joined: 24 Mar 2007
Posts: 40

PostPosted: Tue Oct 09, 2007 5:03 pm    Post subject: Perfect texture alignment Reply with quote

I imported a level into Delgine, Im just getting to grips with the texturing, I thought Delgine applies textures relative to where the model is on the grid, that way textures are always aligned with each other. So move the model and the texture allignment changes.

See the image here.



we see some walls have textures that align with each other, but look to the right, we can see they don't here.

Am I right on how textures are aligned in Delgine, I know it has auto tools for its texturing, perhaps it can make sure all walls are aligned perfectly, what can I do here, what options are available, what have I missed and what can be done for perfect textures that match each other on all edges.
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Andreas233223
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PostPosted: Tue Oct 09, 2007 5:16 pm    Post subject: Reply with quote

you must only select the models, go to Face-mode click Gen.UV and choose 'fit texture size to face'.
now you must only scale the textures (polygons must be selected to do this)
hope i could help you Smile
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Fallen
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PostPosted: Tue Oct 09, 2007 6:11 pm    Post subject: Reply with quote

go to Face-mode click Gen.UV and choose 'fit texture size to face'.

Done that, textures are stretched across the face now, so need making the correct size.

now you must only scale the textures (polygons must be selected to do this)

so here, I want to make the textures the correct size, so what now?
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Daaark
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Joined: 01 Sep 2004
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PostPosted: Tue Oct 09, 2007 7:41 pm    Post subject: Reply with quote

DeleD likes to change the direction that a texture faces when the direction of a face changes, it does cause all kinds of problems like that. Especially when trying to texture something like stairs with a certain pattern, and it keeps going in reverse on the vertical faces. Evil or Very Mad
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Fallen
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PostPosted: Tue Oct 09, 2007 9:19 pm    Post subject: Reply with quote

So what do I do, Im new to delgine, what are my options here.
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Daaark
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PostPosted: Tue Oct 09, 2007 9:31 pm    Post subject: Reply with quote

Fallen wrote:
So what do I do, Im new to delgine, what are my options here.
Try selecting that face and mirroring the texture. Then you might need to manually adjust the offset.
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Fallen
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PostPosted: Tue Oct 09, 2007 9:49 pm    Post subject: Reply with quote

I mirrored it by selecting scale and doing it as -100.
I guess thats how it is, half the faces are off, and I tried mirroring and some do not connect up, so dont know what thats about, why isnt this automatic, why do I have to edit it at all.
I have a lot of levels to import, if there isnt a quick way manually doing this will take weeks for a full games worth of maps using delgine.
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Paul-Jan
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PostPosted: Wed Oct 10, 2007 12:35 pm    Post subject: Reply with quote

I'd say that if texturing all the maps for a full game only takes you a couple of weeks, you are doing an extremely proficient job. Smile

What DeleD does is using simple 'world texture coordinates', indeed by taking in account the position on the grid. This means that two faces that are next to each other will always have contiuous texturing, as long as those two faces are on the same plane. If you go around a 90 degree corner, the alignment breaks and you'll have to tweak it by hand (unless you are at a 'multiple of your texture size' in world space (at 256 or a multiple thereof), in which case texturing will be continous in 4 out of 8 possible cases).

To make the texture not misalign around corners, you'd need so-called texture wrapping techniques, that DeleD doesn't do yet. Those usually require manual (or semi-automatic) marking of crease edges (where the textures will misalign), and an algorithm will try to make all other edges continous.

Until DeleD has such facilities, you'll have to practice your manual texture tweaking skills (make sure you know your way around Face mode), or try your luck with an program specifically aimed towards texture mapping like Ultimate Unwrap 3D.

However, you have to keep in mind that texturing takes time, or you are in for a world of frustration (whichever tool you choose for the job).

Daaark: You know exactly how our basic texturing algorithm works. We can adjust the default directions on all 6 planes anyway you want, just send me a cube model with marker textures and I'll make it so. You can also point me to any other application with a better default texturing scheme if you have something specific in mind (any application will do).
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Fallen
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PostPosted: Wed Oct 10, 2007 12:44 pm    Post subject: Reply with quote

Quote:
What DeleD does is using simple 'world texture coordinates', indeed by taking in account the position on the grid. This means that two faces that are next to each other will always have contiuous texturing, as long as those two faces are on the same plane. If you go around a 90 degree corner, the alignment breaks and you'll have to tweak it by hand


go around a corner, and being on the same plane, they are maps with rooms, all rooms go around corners at 90 degrees, are you saying, they match up perfectly as long as your rooms are not 90 *, if thats so, what other degree could they be in, square rooms is what is common.

Also when I said time to texture, the map has all one texture, they are levels built from cut rock, so for only one or two textures, taking a few weeks is a long time.

Also I have a question, can delgine do select all faces with this texture, its a very handy command to have, like if the floor has one texture and the walls and ceilings another, you can select say all the floors and edit them, rather than having to select ever single face by hand.

Thanks for any help
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Paul-Jan
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PostPosted: Wed Oct 10, 2007 1:17 pm    Post subject: Reply with quote

I am not saying you corners shouldn't be 90 degrees. I just explained how the algorithm works, pointing out that there is no simple way to keep textures aligned around corners, unless you put all corners at a multiple of 256 (given a 1:1 scale of your textures).

DeleD cannot currently select all faces with a given texture, no. It's a handy feature though, thanks for the suggestion!

For your particular map, you could put all the floors in one primitive (or all floor primitives in one group) and all the walls in another. This way you can conveniently select all objects at once.

We also have another request by JWatte (and others) to add a feature that selects faces by angle, meaning you can quickly select any face that is a wall, or a ceiling, or a floor (independent of the actual texture on those faces). Something like that would also work very nicely in your situation.
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Fallen
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PostPosted: Wed Oct 10, 2007 3:05 pm    Post subject: Reply with quote

Im going to try something else that may help, can delgine do this, I select all faces, then I copy them, then select inverse, delete the object or faces I took it from, so I have in effect pulled the faces off my oild shape then deleted the old shape, its something you can do in wings3d, if it can be done in delgine it saves using 2 programs in the pipeline.
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Daaark
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PostPosted: Wed Oct 10, 2007 3:36 pm    Post subject: Reply with quote

Embrace (QERadient) used to let you select a bunch of objects, and then you'd hit a key to align the textures on them.
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Fallen
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PostPosted: Wed Oct 10, 2007 4:38 pm    Post subject: Reply with quote

Quote:
Embrace (QERadient) used to let you select a bunch of objects, and then you'd hit a key to align the textures on them.


Unreal games engine, has the feature, select all with this tex, or all horizontal or ceiling or floors, very handy tools.
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trucker2000
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PostPosted: Wed Oct 10, 2007 8:12 pm    Post subject: Reply with quote

When I have a continuous texture that goes around corners, I usually select all the faces I want textured with that one texture and place the texture on all of them at once. So far, it's worked for me.

(in object mode)
Shift-click select first object.
Shift-ctrl-click to select other objects.
Switch to face mode, and shift-ctrl-click each face you want to texture.
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