On Wednesday 18 June 2003 02:00, Frederic BOUVIER wrote: > WillyB wrote: > ... > > > > and > > > > > > > error time! > > > > > > I only use the UV editor and it is very practical. > > > > Is that in Blender, or a seperate program? > > In blender. > First, split the main window ( right click on the window separator ) > then in on window, choose the face icon, > load your .rgb file. > > In the 3D view, stay in object(?) mode, not edit mode, select the object > you want to texture, go to face mode (f), you will see dotted lines in the > UV editor. They represent faces outlines, with a green line and a red one > that you can see in 3D view. Assign the image you loaded by choosing > it in the 'dashed' button. Move the vertices in the UV editor to place > your texture accurately. You can see your work if you hit alt+z in the > 3d view.
You mean move the model to match the texture? Is there a way to move texture to match the model? I play around with it and see what happens. > > You also seem to have a problem of face normal orientation. In face mode, > goto edit mode (tab), select all vertices and hit ctrl+n to orient the > normal outside. It it don't work ( you see the interior of the building > and not the exterior, hit ctrl+shift+n ) > > There is also normal interpolation that soften sharp edge. The only way > I found to go around is to split objects in seperate ones. Ok, I'd never messed with UV mode before, that made the texture samples visible :) Also I crtl-n 'd the selected roof vertices in (f) mode and that fixed the roof, which was transparent in different places from different angles. > > >The drawback of the .ac > > > > > > format is that you can't assign more than one texture file to an > > > object. Split your blender objects if it is the case. > > > Their is another gotcha in the plib ac loader that can not recognize > > > sharp edge and interpolate normal that makes square look spherical. > > > > > > > Do I need to edit the .ac file for other than putting the line: > > > > texture "path/to/texture.rbg" in under the name of the object? > > > > > > You don't have to edit the .ac file for anything. You can remove the > > > path before the texture file name if you want, but is is only cosmetic. > > > > Hmm.. it didn't have the texture line in the ac file at all, I had to > > add it. Probably a difference in the versions of blender and the scripts. > > > > > > Do I need to tilt the model a certain way, or create the objects from > > > > a certain viewpoint maybe? > > > > > > ??? > > > You don't include the camera in your model. Just use 1 unit for 1 > > > meter, and z up. The model will appear > > > > I don't think the camera gets added. Really not sure, have never seen it > > or thought about it. > > Forget that. You don't have to tilt the model anyway. > > > > > Thanks in advance for any help or insight into this... > > > > > > Post a screenshot link to see what's happening > > > > > > -Fred > > > > Here are a few screenshots: > > http://24.121.17.106/fgfs/scenery/ > > > > They are not spactacular models, boxes, I'm just learning how to do this > > ;) As long as I don't give up can't help but get better! hehe > > Not so bad, but they seems to have no texture, only colors from material. > Beware, if you assign a color to a face and also a texture, the face will > have the texture tinted with the color. If you want to avoid that, remove > the material from the face. > > -Fred > > Yeah, I put the colored material on just for looks while I am learning more about texturing ;) I'm glad to know about the way the colors will effect the textures when I get them on, that will save time and maybe could use it for some effect or another later when I know more about making models. Maybe we should start an fgfs scenery modeling list ;) With most of the rest of the world to go, I'm sure there will be a lot more questions! Thanks for the help Fred :) Re's WillyB > _______________________________________________ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel