Author Topic: 4-sided Textures?  (Read 576 times)

Legacy_Rubies

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4-sided Textures?
« on: July 03, 2011, 07:09:23 am »


               Hi there,

I can't seem to find any tutorials on this one, after a while of searching, and it's not something I've tried with a texture that isn't simple. Some of NWN's floor textures seem to require it (but some don't, oddly), though with a cobble texture it's proving to be a headache. Does anyone have any experience with it?
               
               

               


                     Modifié par Rubies, 03 juillet 2011 - 06:18 .
                     
                  


            

Legacy_CID-78

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4-sided Textures?
« Reply #1 on: July 03, 2011, 09:28:43 am »


               are you talking about tile textures that doesn't have a seem when they are put next to each other. ie the four edges of a square picture. there is tools for that makes this easier if you google. but you can allways use mirror in some of the base layers and then change it to more irregular a bit from the edge.
               
               

               
            

Legacy_Borden Haelven

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4-sided Textures?
« Reply #2 on: July 03, 2011, 01:30:58 pm »


               I think you mean seamless textures. I've put for from my work in progress on my sky drive:- https://skydrive.liv...F62DB1267AD!126

Mayang's excellent texture library is also a good source of seamless textures. mayang.com/textures/
               
               

               
            

Legacy_Rubies

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4-sided Textures?
« Reply #3 on: July 03, 2011, 05:18:22 pm »


               Sort of, they're not quite seamless textures because they can be rotated and still be seamless, if that makes sense. I've only ever done seamless textures when tiled facing the same direction, and not textures that are seamless when rotated.
               
               

               


                     Modifié par Rubies, 03 juillet 2011 - 04:18 .
                     
                  


            

Legacy_Borden Haelven

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4-sided Textures?
« Reply #4 on: July 03, 2011, 05:31:50 pm »


               The easiest way to do that is to create a 512 x 512 texture, select a section from the centre to the two right hand corners, copy it, paste as new image, rotate 90 degrees copy & paste over co-responding part of original. repeat the last steps for the other 2 quadrants, smooth over any joints in the middle and you'll have a rotatable texture. Sounds easier than it is though. <wibble> You could also google rotatable seamless textures and see what that throws up. 'Image
               
               

               


                     Modifié par Borden Haelven, 03 juillet 2011 - 04:33 .
                     
                  


            

Legacy_OldTimeRadio

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4-sided Textures?
« Reply #5 on: July 03, 2011, 07:41:09 pm »


               Rubies, have you used the "Rotate Texture" setting on an Aurora Trimesh modifier much?  Having it checked keeps the orientation of one texture, regardless of how the tile itself is rotated.  It's for making sure things like floor boards always line up for some of the interior tilesets.  If you're seeing ground textures that aren't seamless except in one orientation, it's probably textures which are used on tiles and have the "Rotate Texture" setting turned on.  That's my guess, anyway.  I've only done two incomplete tilesets and didn't use the option much.

As far as "seamless textures" go, there are a lot in Google that you can choose from.  One I don't see a lot is the "seamless texture" collections on FlickR.  If you want to do some yourself, you can use something like GIMP.  With an image loaded go to Filters -> Map -> Make Seamless.   Works best for organic textures.  Or, to step up to something a lot more specialized for the task, you could look into MapZone (which is free) or some of the other programs like Genetica which is definitely not free- but you can download a 30-day demo to play with.
               
               

               


                     Modifié par OldTimeRadio, 03 juillet 2011 - 06:45 .
                     
                  


            

Legacy_s e n

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4-sided Textures?
« Reply #6 on: July 03, 2011, 08:26:12 pm »


               or maybe you need the gizmo set to 0,0
               
               

               
            

Legacy_Rubies

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4-sided Textures?
« Reply #7 on: July 03, 2011, 10:44:34 pm »


               

Rubies, have you used the "Rotate Texture" setting on an Aurora Trimesh
modifier much?  Having it checked keeps the orientation of one texture,
regardless of how the tile itself is rotated.  It's for making sure
things like floor boards always line up for some of the interior
tilesets.  If you're seeing ground textures that aren't seamless except
in one orientation, it's probably textures which are used on tiles and
have the "Rotate Texture" setting turned on.  That's my guess, anyway. 
I've only done two incomplete tilesets and didn't use the option much.


That sounds... ridiculously useful. Is there a way of mass-applying it or am I going to have to go through my entire tileset and apply it to each floor mesh? '<img'>
               
               

               
            

Legacy_OldTimeRadio

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4-sided Textures?
« Reply #8 on: July 03, 2011, 11:34:20 pm »


               VelsTools allows for mass application of an Aurora Trimesh modifier with the settings of your choice, right here

If the objects in question already have an Aurora Trimesh modifer on them, the modifiers will stack, which you don't want.  Please, take this with a grain of salt but what I've done in a similar situation is to select all the objects I want to perform this kind of operation on (which already have an existing Aurora Trimesh modifier on them that I don't want) and with them all selected, I apply an XForm modifier (not Reset XForms in NWMax), then right click on on that XForm modifier in the stack and Collapse All, which will get me down to my bare Editable Meshes so I can mass apply the Aurora Trimesh modifier with VelsTools.

There are some limitations on how Rotate Texture is used, though, so you might want to consult the Omnibus or at least do small-scale experiments to make sure it's doing what you think it should be doing.  I also believe it will only work for one mesh per tile.
               
               

               
            

Legacy_Rubies

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4-sided Textures?
« Reply #9 on: July 03, 2011, 11:40:05 pm »


               

There are some limitations on how Rotate Texture is used, though, so you might want to consult the Omnibus or at least do small-scale experiments to make sure it's doing what you think it should be doing.  I also believe it will only work for one mesh per tile.


Doesn't sound like an issue, but I'll give the Omnibus a read after trying it out on a few tiles to see how it goes. '<img'>
               
               

               
            

Legacy__six

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4-sided Textures?
« Reply #10 on: July 03, 2011, 11:49:47 pm »


               Pretty sure rotatetexture can only apply to a single object per tile (or possibly a single texture, NWN can be weird like that). And don't use it on anything other than the ground. But it's a great route to take if your texture is distinct enough that you can't get away with just not making it seamless '<img'>

I also have a version of CM3 floating around that allows you to specify a texture name, and it will automatically apply rotatetexture for objects using it in all tiles you process. However, you'd have to ask OMB about that I guess.
               
               

               


                     Modifié par _six, 03 juillet 2011 - 10:52 .
                     
                  


            

Legacy_s e n

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4-sided Textures?
« Reply #11 on: July 04, 2011, 12:02:56 am »


               seamlessness can be of 4 types: vertical, horizontal, vertical and horizontal or full. to tile ground you need or the 3rd or the 4th type: original bioware cobbles as well tno cobble and a lot of ground textures are full. this means you dont need rotatetexture turned on. if your seamless texture is not full but just vertical and horizontal... you will need it. but beware, when you map the mesh, giving a value of 1000x1000 (or 1001x1001 if you are picky) is not enough, your gizmo center needs to be 0,0 or you wont get exact seamslessness; usually when you apply an uvx map your gizmo center will coincide with the pivot of the mesh, so if the pivot its not 0,0 you need to a-move the pivot or b- move the uvx gizmo center
               
               

               
            

Legacy_Rubies

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4-sided Textures?
« Reply #12 on: July 04, 2011, 12:27:36 am »


               Sounds like it might be worth just doing it manually, hum? '<img'>
               
               

               
            

Legacy_s e n

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4-sided Textures?
« Reply #13 on: July 04, 2011, 12:50:33 pm »


               1.select all floor meshes
2.apply uvx, set it up/collapse all
3.apply trimesh, set it up/make unique

of course your model bases need to be set at 1000 or multiple of 1000 values along xy axis but who doesnt '<img'>
               
               

               


                     Modifié par s e n, 04 juillet 2011 - 11:54 .