On Sunday 02 March 2008 13:21, Melchior FRANZ wrote: > * LeeE -- Sunday 02 March 2008: > > Gradually making some progress with Blender though. > > BTW: I just wrote a simple script that packs manually UV mapped > objects onto a texture square. I'll publish it as soon as it's > ready (later today :-). > > Works like this: > - map all objects individually, choosing the best unwrapping > method for the object and the ideal mapping size > - select all objects that you want to map on one texture > (e.g. by selecting one, and choosing Select->Linked-Material > for all fuselage objects) > - call the script: this packs the maps of all selected objects > on a square and scales them up as much as possible using the > same factor > - export to SVG (I need yet to rewrite the SVG exporter -- > the included one isn't good enough :-) > > m.
This just for entertainment:) I thought I'd mostly cracked it earlier today. Working on the YF-23 and using the upper fuselage/wing surface object I managed to produce a wire-frame type texture template from the unwrap that looked reasonable, with no overlaps etc, by saving the UV unwrap layout to a .tga. Then I coloured in some of the polys and added some reference lines to the .tga texture, saved it as .rgb and, back in Blender, applied it to the model. I then saved it as .ac and when I loaded it into AC3D to check that the texture had 'stuck' it looked fine:) It was only when I started work on the proper texture and came to mirror one side of the fuselage nacelle colouring to the other that I realised that not only was the unwrap rotated slightly but it was also very slightly banana shaped - the centerline was actually curved - lol:) I guessed that this was because there was no defined axis/edge/vertex starting datum/origin and the unwrap has to start somewhere, so I defined a seam down the centerline to set a starting datum/origin. This split the unwrap into two halves, which I expected, but both were still rotated a little bit and the left side was very slightly longer than the right side - doh! You've just got to laugh sometimes:) On a more serious note, does anyone know if any of the object formats supported by FG support multiple textures? For example, would any of them allow me to apply an overall base texture, using one projection, say top-view orthographic, and then apply smaller finite scope texture patches using different projections e.g. side-view ortho? This is more like the way I'm used to applying textures in 3D but the .ac format doesn't allow this. I had a look through the OSG wiki but couldn't find any basic object format specs/features. I haven't tried it yet, but can anyone tell me if it's possible to apply multiple textures in this way in Blender, and then 'bake' it all into a single uv unwrap texture? LeeE ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel