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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: How to fit textures FAST and naturally ?
elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Sunday, May. 1, 2005 01:52 pm
I got the texture "door3" from the "shop" folder.
I made a brush (grid 8) sized enough to see all the parts of the door at once: the front, the back, the top, the 2 sides.
The sides have the lock, and the screws (to hold the door in place - sorry I don't know what they are called in english, those metal plates, 3 of them)

I resized the brush to 14 x 8 to show only the front door.
Now, how do you set the sides and the top into the right place in the right way ?

I made it probably the hard way:
I copied the brush, selected only 1 side of the 1st door (where the lock should be, next to the doornub), and hit MB3 (mouse button #3, in my case clicked the mousewheel) on the new door which I have stretched and rotated roughly to fit the 1st door. Then I used "s", surface inspector, and gave a finished touch to it, set the right offset to center the texture and show the lock in the right place. This is what I did too with the bottom, top, backside, and the "metal plates" which support the door. (Hmm, are they called supporters ?)

So, is there a quick way to "wrap" a texture around the brush in with a natural fit ? Like, if I'd had a gambling cube with 6 sides, numbers 1 to 6, the texture would look something like this; (e means empty= noclip texture)

e1e
234
e5e
e6e

Now I could make a 3D cube brush, equally sized, like 2x2x2 or 4x4x4 etc. Is it possible to set the texture naturally and logically around the cube with the surface inspector or other thing ? How ?





edited on May. 1, 2005 08:53 am by elemenz

edited on May. 1, 2005 08:53 am by elemenz
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Sunday, May. 1, 2005 02:15 pm
And what is a "decal" ?
Many textures, or shaders like I should call them, exist 2 times. 1 with the name, the 2nd with a _decal extension.
How does a decal version of a shader differ from the normal shader ?
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Sunday, May. 1, 2005 04:56 pm

There is no simple way I know of to "fit" the textures... but a decal goes onto of another brush to give the illusion of being a single texture, like graffiti on ANY texture, opposed to being part of a single original texture...

*EDIT - door "hinge"

edited on May. 1, 2005 11:59 am by PleaseMYOB
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Sunday, May. 1, 2005 06:31 pm
first, DISABLE the texture locking! it is enabled by default. your texture coords should all remain 0,0 -- naturally aligned to the world textue space -- as you move and rotate a brush you will see the texture swimming through it instead of sticking onto it. when locking the numbers are adjusted away from 0 and you will get ugly texture misalignments all over your map. so only enable locking when you need it such as to move a pre-textured door prefab after you have one made. thats in the texture>locking menu.

mini-tutorial -- with locks disabled draw out your brush with these dimensions 64x 4y 112z

press S and type textures/armory/door_big PRESS ENTER then hit done.

look through camera view as you move the brush from the top along the X axis, it will swim the texture and magically align it to grid and give you the front, back, top, and bottom sides of the door, it slices it dices wow! next look at the lock side of door, rotate the texture on this face by 90 (the rotate VALUE should be 90, see note below) then move your brush along the Y axis it will again swim the texture and magically align it to grid and give you the lock side of the door. rotate the texture for the last remaining face, hinge side of the door, by 90 and since the other coords are set we dont swim the texture just set this one through the menu. what you should do also is on the back of the door where you see the text is written backward set the H-Scale as negative and re-align the texture so that the front of the door has a deadbolt and writing and the back has a handle and no writing. -- now your door is textured, enable texture lock and move it into position, then disable texture lock. /end mini-tutorial

note: you have to "UNLOCK" the value section [rolleyes] these are your texture coordinates! when you move them they follow increments listed in the step values so set that to something good. the offset field is stupid and should be ignored.

edited on May. 1, 2005 01:59 pm by narc
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{Dragon}Guns}{in
General Member
Since: Jun 18, 2004
Posts: 6
Last: May 22, 2005
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Sunday, May. 22, 2005 08:44 pm
press 's' to bring up the surface menu when u have a brush or a side of a brush selected. U can then scroll the texture around, stretch or compress it, use the fit button to fit the texture exactly to the shape u have made. Watch out when using the fit option, just press fit then close he window, dont press 'ok' or 'aply' or anythign else, or ull lose ur fit again, can be confusing at first.

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Comm.
General Member
Since: May 29, 2004
Posts: 26
Last: Aug 10, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Sunday, May. 22, 2005 09:14 pm
I dunno if this has been said before, but there is 1 important thing you'll have to know.

- You can use the S key, click on fit and it makes the texture fitting.

Sometimes the texture gets completely messed up when u make it fit, this is because the texture doesn't fit on such a large brush. Make the brush smaller and use the x y z arrow keys in the S key window to make it fit.

- Also Cylinders or arches, whatever are different. You will notice that the texture wont fit on arches/cylinders etcetera on a normal way. You have to use the shift+S key. Things brings another window. Click on natural and then on done! This makes the texture fitting on bigger arches/cylinders!!!
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